Methods and apparatus for facilitating accelerated play of a flat rate play gaming session

ABSTRACT

According to some embodiments of the present invention, methods and apparatus are provided for expediting one or more plays of a flat rate play session at a gaming device. In some embodiments, any remaining plays of a session may be determined in an expedited or substantially instantaneous manner. In some embodiments, a player may select one or more options for how expedited plays are displayed at a gaming device.

CLAIMS TO BENEFIT OF PRIORITY

This application claims the benefit of priority of the following U.S.Provisional Patent Applications:

(1) U.S. Provisional Patent Application No. 60/627,670, filed on Nov.12, 2004, and entitled GAMING DEVICE OFFERING A FLAT RATE PLAY SESSIONAND METHODS THEREOF; and

(2) U.S. Provisional Patent Application No. 60/637,338, filed on Dec.17, 2004, and entitled GAMING DEVICE OFFERING A FLAT RATE PLAY SESSIONAND METHODS THEREOF.

This application is also a continuation-in-part of the following U.S.Patent Applications:

(1) U.S. patent application Ser. No. 10/001,089, filed on Nov. 2, 2001,and entitled GAMING DEVICE FOR A FLAT RATE PLAY SESSION AND A METHOD OFOPERATING SAME; which claims the benefit of priority of U.S. ProvisionalPatent Application No. 60/282,792, entitled GAMING CONTRACTS, filed onApr. 10, 2001, and is also a continuation-in-part of U.S. patentapplication Ser. No. 09/518,760, filed on Mar. 3, 2000, entitled GAMINGDEVICE FOR A FLAT RATE PLAY SESSION AND A METHOD OF OPERATING SAME, andissued on Nov. 20, 2001, as U.S. Pat. No. 6,319,127 B1; which is acontinuation of U.S. patent application Ser. No. 08/880,838, filed onJun. 23, 1997, entitled GAMING DEVICE FOR A FLAT RATE PLAY SESSION AND AMETHOD OF OPERATING SAME, and issued on Jun. 20, 2000, as U.S. Pat. No.6,077,163; and

(2) U.S. patent application Ser. No. 10/331,438, filed Dec. 27, 2002,and entitled METHOD AND APPARATUS FOR AUTOMATICALLY OPERATING A GAMEMACHINE; which (a) claims the benefit of priority of U.S. ProvisionalPatent Application No. 60/373,750, filed on Apr. 18, 2002, and entitledMETHOD AND APPARATUS FOR AUTOMATICALLY OPERATING A GAME MACHINE; and (b)also is a continuation-in-part of U.S. patent application Ser. No.09/879,299, filed on Jun. 12, 2001, entitled SYSTEM AND METHOD FORAUTOMATED PLAY OF MULTIPLE GAMING DEVICES, and issued on Oct. 21, 2003,as U.S. Pat. No. 6,634,942; which is a continuation-in-part of U.S.patent application Ser. No. 09/437,204, filed on Nov. 9, 1999, entitledAUTOMATED PLAY GAMING DEVICE, and issued on Jun. 12, 2001, as U.S. Pat.No. 6,244,957; which is a continuation of U.S. patent application Ser.No. 08/774,487, filed on Dec. 30, 1996, entitled AUTOMATED PLAY GAMINGDEVICE, and issued on Jan. 11, 2000, as U.S. Pat. No. 6,012,983.

The entirety of each of the applications identified in this section ishereby incorporated by reference in this disclosure.

BACKGROUND OF THE INVENTION

Commonly-owned U.S. application Ser. No. 10/001,089, filed Nov. 2, 2001and entitled GAMING DEVICE FOR A FLAT RATE PLAY SESSION AND A METHOD OFOPERATING SAME describes various methods and systems for facilitating aflat rate play session. However, such flat rate play session methods andsystems may be further enhanced and augmented for the benefit ofplayers, gaming system manufacturers, and casinos, by making availableadditional modes, options, and features of operation.

BRIEF DESCRIPTION OF THE DRAWINGS

Various embodiments of the present invention are described in thisdisclosure with reference to the accompanying drawings. In the drawings,like reference numerals indicate identical or functionally similarelements. The leftmost digit(s) of a reference numeral typicallyidentifies the figure in which the reference numeral first appears. Someof the drawings and accompanying descriptions presented indicate someexemplary arrangements for stored representations of information. Aswill be understood by those skilled in the art and in light of thisdisclosure, a number of other arrangements may be employed besides thoseshown. Similarly, the illustrated entries in the exemplary arrangementsrepresent exemplary information, but those skilled in the art willunderstand that the number and content of the entries can be differentfrom those illustrated.

FIG. 1 is an overall schematic view of a system according to oneembodiment of the present invention, including a slot machine and a slotnetwork server.

FIG. 2A is a schematic view of the slot machine of FIG. 1.

FIG. 2B is a plan view of the slot machine of FIG. 1.

FIG. 3 is a schematic view of the slot network server of FIG. 1.

FIG. 4 is a schematic view of a casino player database of the server ofFIG. 3.

FIG. 5 is a schematic view of the flat rate database of the slot machineof FIG. 2.

FIG. 6 is a schematic view of the payout table of the slot machine ofFIG. 2.

FIG. 7 is a schematic view of the calculation table of the slot machineof FIG. 2.

FIGS. 8A and 8B are overall flow diagrams of the operation of the systemof FIG. 1.

FIG. 9 is a detailed flow diagram of the operation of the system of FIG.1.

FIG. 10 is a flow diagram of the process of terminating play of thesystem of FIG. 1.

FIGS. 11A and 11B are flow diagrams of the process of resuming play ofthe system of FIG. 1.

FIGS. 12A and 12B are overall flow diagrams of the operation of anotherembodiment of the present invention.

FIG. 13 is a flow diagram of the process of receiving a payout in theembodiment of FIG. 12.

FIG. 14 is a schematic view of the flat rate price package database ofthe slot machine of FIG. 2.

FIG. 15 is an overall flow diagram of the operation of anotherembodiment of the present invention.

FIG. 16 is an overall schematic view of a system according to anotherembodiment of the present invention.

FIG. 17 is a schematic view of the casino server of FIG. 16.

FIG. 18 is a schematic view of the insurer device of FIG. 16.

FIG. 19 is schematic view of the gaming device of FIG. 16.

FIG. 20 is a schematic view of the player device of FIG. 16.

FIG. 21 is a table illustrating an embodiment of the player databasestored in the casino server of FIG. 17.

FIG. 22 is a table illustrating an embodiment of the gaming devicedatabase stored in the casino server of FIG. 17.

FIG. 23 is a table illustrating an embodiment of the contract databasestored in the casino server of FIG. 17.

FIG. 24 is a flowchart illustrating a process in accordance with oneembodiment of the present invention, the process corresponding to thesystem illustrated in FIG. 16.

FIG. 25 depicts an exemplary display in accordance with one or moreembodiments of the present invention.

FIG. 26 depicts an exemplary display in accordance with one or moreembodiments of the present invention.

DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS

According to some embodiments of the present invention, methods,apparatus, and articles of manufacture are provided for conducting oneor more plays of a session at a first rate of play and then conductingone or more plays of the session at a second rate of play (e.g., onethat is faster than the first rate of play). According to oneembodiment, a player may choose an option that will automaticallyexecute all remaining plays of a session at an accelerated or expeditedpace.

According to one embodiment of the present invention, a player mayconduct a session associated with a contract or flat rate play thatincludes both manually initiated play and automatically initiated play.

Numerous embodiments are described in this patent application, and arepresented for illustrative purposes only. The described embodiments arenot intended to be limiting in any sense. The invention is widelyapplicable to numerous embodiments, as is readily apparent from thedisclosure. These embodiments are described in sufficient detail toenable those skilled in the art to practice the invention, and it is tobe understood that other embodiments may be utilized and thatstructural, logical, software, electrical and other changes may be madewithout departing from the scope of the present invention. Accordingly,those skilled in the art will recognize that the present invention maybe practiced with various modifications and alterations. Particularfeatures of the present invention may be described with reference to oneor more particular embodiments or figures that form a part of thepresent disclosure, and in which are shown, by way of illustration,specific embodiments of the invention. It should be understood, however,that such features are not limited to usage in the one or moreparticular embodiments or figures with reference to which they aredescribed. The present disclosure is neither a literal description ofall embodiments of the invention nor a listing of features of theinvention that must be present in all embodiments.

The terms “an embodiment,” “embodiment,” “embodiments,” “theembodiment,” “the embodiments,” “an embodiment,” “some embodiments,” “anexample embodiment,” “at least one embodiment,” “one or moreembodiments,” and “one embodiment” mean “one or more (but notnecessarily all) embodiments of the present invention(s)” unlessexpressly specified otherwise.

The terms “including,” “comprising,” and variations thereof mean“including but not limited to”, unless expressly specified otherwise.

The term “consisting of” and variations thereof mean “including andlimited to”, unless expressly specified otherwise.

The enumerated listing of items does not imply that any or all of theitems are mutually exclusive. The enumerated listing of items does notimply that any or all of the items are collectively exhaustive ofanything, unless expressly specified otherwise. The enumerated listingof items does not imply that the items are ordered in any manneraccording to the order in which they are enumerated.

The terms “a,” “an,” and “the” mean “one or more”, unless expresslyspecified otherwise.

The term “based on” means “based at least on” unless expressly specifiedotherwise.

The methods described (regardless of whether they are referred to asmethods, processes, algorithms, calculations, and the like) inherentlyinclude one or more steps. Therefore, all references to a “step” or“steps” of such a method have antecedent basis in the mere recitation ofthe term “method” or a like term. Accordingly, any reference in a claimto a “step” or “steps” of a method is deemed to have sufficientantecedent basis.

Headings of sections provided in this patent application and the titleof this patent application are for convenience only, and are not to betaken as limiting the disclosure in any way.

Devices that are in communication with each other need not be incontinuous communication with each other, unless expressly specifiedotherwise. In addition, devices that are in communication with eachother may communicate directly or indirectly through one or moreintermediaries.

A description of an embodiment with several components in communicationwith each other does not imply that all such components are required. Tothe contrary, a variety of optional components are described toillustrate the wide variety of possible embodiments of the presentinvention.

Further, although process steps, method steps, algorithms or the likemay be described in a sequential order, such processes, methods andalgorithms may be configured to work in alternate orders. In otherwords, any sequence or order of steps that may be described in thispatent application does not, in and of itself, indicate a requirementthat the steps be performed in that order. The steps of describedprocesses may be performed in any order practical. Further, some stepsmay be performed simultaneously despite being described or implied asoccurring non-simultaneously (e.g., because one step is described afterthe other step). Moreover, the illustration of a process by itsdepiction in a drawing does not imply that the illustrated process isexclusive of other variations and modifications thereto, does not implythat the illustrated process or any of its steps are necessary to theinvention, and does not imply that the illustrated process is preferred.

It will be readily apparent that the various methods and algorithmsdescribed may be implemented by appropriately programmed general purposecomputers and computing devices, for example. Typically a processor(e.g., a microprocessor) will receive instructions from a memory or likedevice, and execute those instructions, thereby performing a processdefined by those instructions. Further, programs that implement suchmethods and algorithms may be stored and transmitted using a variety ofknown media.

When a single device or article is described, it will be readilyapparent that more than one device/article (whether or not theycooperate) may be used in place of a single device/article. Similarly,where more than one device or article is described (whether or not theycooperate), it will be readily apparent that a single device/article maybe used in place of the more than one device or article.

The functionality and/or the features of a device may be alternativelyembodied by one or more other devices that are not explicitly describedas having such functionality/features. Thus, other embodiments of thepresent invention need not include the device itself.

The term “computer-readable medium” refers to any medium thatparticipates in providing data (e.g., instructions) that may be read bya computer, a processor or a like device. Such a medium may take manyforms, including but not limited to, non-volatile media, volatile media,and transmission media. Non-volatile media include, for example, opticalor magnetic disks and other persistent memory. Volatile media includedynamic random access memory (DRAM), for example. Transmission mediainclude coaxial cables, copper wire, and fiber optics, including thewires that comprise a system bus coupled to the processor. Transmissionmedia may include or convey acoustic waves, light waves, andelectromagnetic emissions, such as those generated during radiofrequency (RF) and infrared (IR) data communications. Common forms ofcomputer-readable media include, for example, a floppy disk, a flexibledisk, hard disk, magnetic tape, any other magnetic medium, a CD-ROM,DVD, any other optical medium, punch cards, paper tape, any otherphysical medium with patterns of holes, a RAM, a PROM, an EPROM, aFLASH-EEPROM, any other memory chip or cartridge, a carrier wave, andany other medium that a computer can read.

Various forms of computer readable media may be involved in carrying aninstruction (or a plurality or sequence of instructions) to a processor.For example, sequences of instruction (a) may be delivered from RAM to aprocessor, (b) may be carried over a wireless transmission medium,and/or (c) may be formatted according to numerous formats, standards orprotocols, such as Bluetooth, TDMA, CDMA, and 3G.

Certain preferred embodiments of the present invention will now bedescribed in greater detail with reference to the drawings. Althoughsome of the embodiments discussed in this disclosure are directed toreeled slot machines or video poker machines, it should be understoodthat the present invention is equally applicable to other gamingdevices, such as video blackjack machines, video roulette, video bingo,video pachinko, video lottery, video keno, and the like.

Various examples of embodiments comprising methods for facilitating playof video poker are described and some examples of embodiments comprisinga video poker gaming device or other type of gaming device configured orconfigurable to allow for play of video poker are also described.

In accordance with various embodiments of the present invention, thereare provided a method, apparatus, and article of manufacture forproviding a gaming session using a gaming device.

In one embodiment, the method includes initiating a game play session ofa gaming device after receiving an indication of payment for the gameplay session. The session preferably spans a pre-established duration. Aduration may comprise, without limitation, a specified amount of time, aspecified number of winning outcomes, and/or a specified number of gameplays (e.g., handle pulls of a slot machine).

In one embodiment, the price parameter is a player selected priceparameter, such as the amount wagered per play, jackpot structure,length of the flat rate play session, the type of gaming device, time ofday, day of the week, and day of the year. In another embodiment, theprice parameter is an operator selected price parameter, such as playerstatus rating, availability of gaming devices, and anticipatedavailability of gaming devices.

In accordance with one embodiment, a flat rate play session isassociated with a contract, wherein the contract specifies terms suchas, for example, a price to be paid by a player to establish thecontract, a duration of play of a gaming device, and/or a threshold ofcredits above which the player may collect winnings for the game playsession (e.g., from a gaming device). The terms of the contract may bedetermined based on player selected price parameters and/or operatorcontrolled price parameters. In some embodiments, a contract may involvea third party that acts as an insurer.

In accordance with one embodiment, a game play session may be purchasedby means of purchasing a contract from a casino or a third party such asan insurance provider, wherein the contract specifies terms such as, forexample, a price to be paid by the purchaser for the contract.

In one embodiment, the method includes identifying at least one priceparameter, determining a contract price based upon the at least oneidentified price parameter, and initiating a game play session of atleast one gaming device. The game play session may be initiated uponreceiving an indication of payment of the entire contract price, uponreceiving an indication of payment of a portion of the contract price,or before any payment is provided.

In one embodiment, the method includes identifying at least one priceparameter, determining a flat rate price based upon the at least oneidentified price parameter, and initiating a flat rate play session ofthe gaming device upon receiving an indication of payment of the flatrate price.

In accordance with some embodiments of the present invention, a gameplay session may be associated with a contract. According to oneembodiment, a player may establish a contract (e.g., with an insurer,such as a casino or another entity) or similar agreement to use a gamingdevice, such as a slot machine.

In accordance with some embodiments of the present invention a flat rateplay session may be purchased by means of a contract. According to suchembodiments a player at a casino may purchase a contract (e.g., from aninsurer, such as the casino or another entity) or similar agreement touse a gaming device, such as a slot machine. Costing a fixed amount, thecontract insures the player against the possibility of potentially largelosses at the slot machine. In accordance with one such embodiment uponpurchasing the contract, a player credit account is set up at the slotmachine. The account may begin with zero credits but may begin withanother balance in other embodiments. The player is then allowed a fixednumber of handle pulls at the slot machine without requiring the playerto insert any money. Each handle pull decreases the player account,typically by decreasing the player account by a predetermined amount(e.g., one credit) for each handle pull. This may cause the number ofcredits to be negative, but play may still continue. If the playerachieves a winning outcome, credits can be added to the player accountin accordance with the payout for the winning outcome. If, after thefixed number of handle pulls, there are a positive number of credits inthe player account, then these may be paid out to the player in the formof cash. If, however, there are less than a predetermined amount ofcredits (e.g., zero credits) in the player account, then the playerreceives nothing. The insurer, however, could compensate the casino for,e.g., an amount in the player's account that is less than apredetermined number. In such an embodiment, the player enjoys the fixednumber of pulls without the risk of any loss beyond the cost of thecontract.

In accordance with one embodiment, a contract may be purchased at agaming device. The gaming device at which a contract is purchased may bedifferent than the one or more gaming devices at which the sessioncorresponding to the contract is executed.

Some embodiments of the present invention provide for determining aprice for a contract for a block of handle pulls to be sold to a player.Pricing a contract may involve calculating the expected amount thatwould have to be paid a player upon the completion of the pulls. Theprice of the contract would then typically be greater than this expectedamount so as to result in an expected profit possibly to be dividedamongst the casino and, if it is a separate entity, an insurer. Forexample, if a player could be expected to receive $30 upon thecompletion of one thousand pulls, then the contract for the block of onethousand pulls could by sold for $35. Various ways for determining aprice for a set of handle pulls are discussed herein.

As discussed herein, various embodiments of the present invention aredirected generally to a method and apparatus for operating a gamingdevice for a flat rate play session. For example, a contract for asession of game play may specify a fixed number of handle pulls for adetermined contract price. As used herein, a flat rate play session isdefined as a period of play wherein the player need not make fundsavailable for any play during the play session. The flat rate playsession spans multiple plays of the gaming device. These multiple playsmay be aggregated into intervals or segments of play. It is to beunderstood that the term interval as used herein could be time, handlepulls, and any other segment in which slot machine play could bedivided. For example, an interval may be described as two hours, onehundred spins, fifty winning spins, etc.

In one embodiment a player enters player identifying information andplayer selected price parameters at a gaming device. The priceparameters define the flat rate play session, describing the duration ofplay, machine denomination, jackpots active, etc. The gaming devicestores the player selected price parameters and proceeds to retrieve theflat rate price of playing the gaming device for the flat rate playsession. The player selected price parameters, in combination withoperator price parameters, determine the fiat rate price. Should theplayer decide to pay the flat rate price, the player simply depositsthat amount into the gaming device or makes a credit account availablefor the gaming device to debit. For example, it might cost twenty-fivedollars to play for half an hour. Once the player initiates play, thegaming device tracks the flat rate play session and stops the play whenthe session is completed, usually when a time limit has expired. Duringthe play session, the player is not required to deposit any coins orother payment. Payouts are made either directly to the player in theform of coins or indirectly in the form of credits to the credit balancestored in the machine. It should be understood that the player balancecould be stored in a number of mediums, such as smart cards, credit cardaccounts, debit cards, and hotel credit accounts.

It should be noted that, as used herein, the terms “contract” “gamingcontract,” “session,” “gaming session,” “play session,” “flat ratesession” and “flat rate play session” may be used interchangeably todescribe flat rate session play of the present invention, whereinplayers provide a flat price and in exchange execute a plurality of gameplays administered by a gaming device. For example, if a gaming deviceis described as storing a number of gaming contracts withoperator-specified parameters, it may be understood that such contractsare in essence pricing arrangements that allow for players to executeone or more gaming sessions by providing a flat rate price.

The following definitions define the terms used to describe the contractembodiments of the present invention:

Contract indicator—an object or information by which a gaming device mayrecognize a contract in order to execute the contract. For example, aplayer purchases a contract at casino desk and receives a token thatserves as a contract indicator. When the player deposits the token in agaming device, the gaming device recognizes the contract the player hassigned up for and executes the contract accordingly.

Execute a contract—to carry out the terms of a contract. A gaming deviceexecutes a contract for 200 pulls by generating the 200 outcomes,incrementing and decrementing player credits in accordance with theoutcomes, and paying the player, if necessary, at the end of thecontract.

Gambling contract—An agreement between a player, an insurer, andsometimes a casino (e.g. if different than the insurer) with thefollowing exemplary provisions:

1. The player pays the insurer a fixed amount up front

2. The player must make a predetermined number of handle pulls, no moreand no less.

3. The player need not pay any additional money after purchasing thecontract.

4. The player keeps any net winnings after all handle pulls have beencompleted.

5. If the player has a net loss after the handle pulls have beencompleted, then the loss is paid to the casino by the insurer.

There are many variants of these provisions, and additional provisionsare possible. As can be seen, the contract insures a player againstexcessive losses, and may give the player more handle pulls than wouldotherwise be possible for the price of the contract. Also, since theremay be no additional player decisions required after the player haspurchased the contract, the player need not be present for the executionof the contract and may therefore experience the feeling of remotegambling.

Gaming Device—Any electrical, mechanical, or electromechanical devicethat accepts wagers, steps through a process to determine an outcome,and pays winnings based on the outcome. The outcome may be randomlygenerated, as with a slot machine; may be generated through acombination of randomness and player skill, as with video poker; or maybe generated entirely through player skill. Gaming devices may includeslot machines, video poker machines, video blackjack machines, videoroulette machines, video keno machines, video bingo machines, and thelike.

Gross winnings—the total of a players winnings during the execution of acontract without regard to wagers made by the player. For example, if,after five pulls of a contract, a player has attained one winningoutcome with a payout of 4 coins, and one winning outcome with a payoutof 20 coins, then the player's gross winnings thus far are 24 coins.Since gross winnings does not account for wagers a player makes, grosswinnings will always be larger than or equal to net winnings.

Handle pull—a single play at a gaming device, including video poker,video blackjack, video roulette, video keno, video bingo, and otherdevices. The definition is intended to be flexible in that a single playmight constitute a single complete game, or a single wager. For example,in video blackjack, a player might play a single game in which he splitsa pair of sevens, requiring an additional wager. This one game mightthereby constitute either one or two handle pulls.

Net winnings—the total of a players winnings during the execution of acontract minus the amount spent by the player on wagers. In the examplecited under the definition of gross winnings, the net winnings are 19coins since the player has won 24 coins but used one coin as a wager oneach of the five pulls.

Various aspects of embodiments of the present invention related tocontracts are described in detail below.

1. Description of the Contract

A typical contract is an agreement between the insurer and a player. Theplayer agrees to pay a fixed amount of money up front. In return, theplayer may (or must) gamble at a gaming device for a designated amountof time or for a designated number of outcomes. After the player hasgambled the requisite amount, the player has the right to keep anywinnings that exceed a certain threshold. The player does not, however,pay any losses. Thus, one function of the contract is to insure theplayer against losses at a gaming device. There are many variations ofthe contract and a portion of these are described below.

Another function of the contract is to allow a player to play a largenumber of handle pulls without the need of a large bankroll. Forexample, a player wishing to make 600 pulls at a quarter slot machinewould ordinarily require $150 (25 cents×600) in order to assure himselfthe ability of completing the 600 pulls. However, a contract might allowa player to make 600 pulls by paying only $20.

In some embodiments, the contract does not involve an insurer. Thefunction of the contract may be to allow outcomes to be generated forthe player while the player is not physically present at the gamingdevice. In these embodiments, the contract may consist mainly ofinstructions from the player as to how the slot machine should gamble onthe players behalf. For example, the instructions will tell the machinehow fast to gamble, when to quit, and then where to send winnings.

2. Amount of Play

A contract may place one or more of the following exemplary restrictionson play covered by the contract:

1. The player must make a minimum number of handle pulls.

2. The player may not make more than a maximum number of handle pulls.

3. The player must play for a certain minimum time period.

4. The player must play for less than a certain maximum time period.

5. The player must maintain a minimum rate of play.

6. The player may not exceed a maximum rate of play.

7. The total coin in over the course of the contract must exceed acertain minimum amount.

8. The total coin in over the course of the contract must not exceed acertain amount.

9. The player must play until obtaining a specified outcome.

3. Wager Denomination

A contract may specify the size of the wager for each pull. The wagersize may be the same as that typically used by the gaming device. Forexample, if a player signs up for a contract at a quarter slot machine,the wager for each pull of the contract might be a quarter. If the slotmachine offers multiple coin bets, the wager for each pull might be aquarter, 50 cents, 75 cents etc. The contract may allow or may force theplayer to vary the wager from pull to pull.

One aspect of a contract may allow all play to occur in “credit mode.”That is, the player need not physically insert money into the gamingdevice prior to each pull, and money needn't come out of the gamingdevice after a player win. Rather, a player's credit balance may bestored in a player database either in the gaming device or at the casinoserver. Every time the player then makes a handle pull, credits arededucted from the player's balance. Every time the player wins, creditsare added to the player's balance. The player's credit balance can bedisplayed on the device so that the player may track his progress.

Since play may occur in credit mode, each wager might consist of wagerdenominations that are not standard for the gaming device. For example,a device that typically handles quarters may accept wagers of a nickel,of 40 cents, or even of 12% cents.

4. Winnings Threshold

A contract may describe some threshold of gross winnings, net winnings,or accumulated player credits above which the player keeps any excess.Gross winnings describes the accumulated player wins from each pull ofthe contract. Thus, a player who makes 600 pulls on a $1 slot machine aspart of a contract and wins $3 on each of 100 pulls has gross winningsof $300 ($3/pull×100 pulls). Net winnings are the gross winnings lessthe accumulated costs of wagering. In the above example, the accumulatedcosts of wagering are $600 ($1/pull×600 pulls). Thus, in the aboveexample, the players net winnings would be negative $300 ($300-$600).Accumulated player credits may mirror a running tally of a player's netwinnings. For example, a player may begin with zero credits, withcredits deducted in the amount of any wager, and added in the amount ofany winnings. Accumulated player credits may also mirror a running tallyof gross winnings, or any other statistic about a players performance.

At the end of a contract, a players accumulated credits may be comparedto a threshold. The player may then receive a payout of any excessaccumulated credits above the threshold. For example, if the thresholdis zero, and the player has 44 credits, each credit representing 25cents, then the player receives a payout of $11 (44 credits×25cents/credit). If the player had −12 credits, indicating a net loss of12 credits, then the player receives nothing. The player does not owe $3because the contract does not make the player responsible for anylosses.

The threshold might be at 10 credits, in which case a player withaccumulated credits of 30 would receive a payout equivalent to 20credits at the end of a contract, and a player with 6 credits wouldreceive nothing. A threshold might be at −10 credits, in which case aplayer with accumulated credits of −6 would receive the equivalent of 4credits, while a player with −100 credits would receive nothing.

Rather than insuring against all of a players losses, a contract mightinsure all losses up to a point and not beyond. Therefore, a contractmay have multiple thresholds, each with different functions. A playermay, for example, be responsible for any losses beyond a threshold lossof 100 credits. The same player might receive any winnings beyond athreshold of 10 accumulated credits. Thus, if, at the end of thecontract, the player has accumulated −125 credits, then the player mustpay 25 credits. If the player has accumulated 33 credits, then theplayer receives a 23 credit payout. If the player has accumulated −49credits, then the player neither owes nor receives anything.

In some embodiments, a threshold delineates a change in the percentageof a player's winnings or losses between credit tallies above and belowthe threshold. For example, a player might keep any credits won beyond athreshold of 50. Below 50 credits, the player only keeps 80% of hiswinnings. Therefore, if a player has 70 credits remaining at the end ofa contract, he keeps all 20 credits above 50, and he keeps an additional40 credits, representing 80% of the first 50 credits. Therefore, theplayer keeps 60 credits in total.

A player may also be responsible for a percentage of losses above orbelow a certain threshold. For example, a player may be responsible for50% of losses over 10 credits. Thus, a player who finishes a contractwith minus 20 credits owes nothing for the first 10 credits of loss, butowes 5 credits for the next 10 credits of loss. The player thereforeowes 5 credits.

In the most general sense, a contract specifies a functionalrelationship between what a player's accumulated credits are at the endof the contracted number of pulls, and what the player either owes or isdue. The function may be piece-wise linear, or may be rather non-linearand convoluted.

Where there is potential for a player to owe money at the end of acontract, the player may be required to deposit money into the gamingdevice in advance so as to prevent the player from walking away when heowes money. The advance payment may later be returned if the playerturns out to owe nothing at the end of the contract.

In many embodiments, a contract is transparent to the casino. In otherwords, if the player makes a certain number of pulls, the casino makesthe same amount of money whether or not the player happened to beinvolved in a contract. In these embodiments, however, a casino maycollect money that it makes (and the player has lost) from the insurer,rather than from the player. The casino may also act as an intermediaryin transactions between the player and the insurer. For example, thecasino may collect from the player money that is meant to pay for acontract. The casino may then transfer an equivalent amount of money tothe insurer.

In other embodiments, a contract is not completely transparent to thecasino. That is, the amount of money a casino receives after a certainnumber of the player's handle pulls may depend on whether or not theplayer was in a contract. In one example, a casino agrees that if aplayer's accumulated credits at the end of a contract are less than−200, then the casino will only collect 200 credits for the contract'shandle pulls. This example may benefit the insurer, since the insurerdoesn't have to worry about covering player losses in excess of 200credits. In another example, the casino configures a gaming device togive different odds to a player in contract play versus a player not incontract play.

5. Player Decisions

As mentioned previously, players may have some restrictions on the playcovered by the contract For example, a contract may cover an hour's playat a gaming device, but require the player to make between 600 and 800pulls in that hour. In some embodiments, however, contracts may allowplayers to quit early or to play more than is otherwise covered by thecontract. For example, a contract might cover an hour's worth of play.After the first half-hour, the player may be ahead by $100 and wish toquit without risking the loss of the $100 in the subsequent half-hour.He may therefore opt to pay $20 in order to be released from theobligation of continuing the contract He may then collect his $100 inwinnings.

A player at a gaming device may reach the end of a contract withaccumulated credits just short of an amount necessary to collectwinnings. However, the last 17 out of 20 pulls may have been wins forthe player. The player may feel as if he has some momentum going for himand therefore may not wish that the contract be finished. In someembodiments, the player may extend the contract. For example, the gamingdevice might prompt the player, saying, “For only $5 more, we'll giveyou another 200 spins added to your contract.” If the player accepts,then the casino or insurer has made a new sale with potentialprofitability. In some embodiments, the player may be allowed to extenda contract for free, or may even be paid to extend the contract. Forexample, the player may have winnings of $100 at the end of a contract.The casino, or insurer, may figure that if the player were to keeppulling, he would be likely to lose some of that $100. So the casino maypay the player $5 to take another 200 pulls.

In a related embodiment a player may carry over the accumulated creditsfrom a first contract to a second contract. Thus, a player with 40accumulated credits at the end of a first contract may begin a secondcontract with 40 accumulated credits. The player may pay or be paid forcarrying over credits.

6. Contract Price

In many embodiments, the player pays a fixed sum to buy the contract. Inexchange for that fixed sum, the player can then gamble a significantamount with little or no risk of losses. In many embodiments, theinsurer takes the risk of the player's loss. The insurer must thereforeprice the contract so as to be compensated for the risk it takes. Inother embodiments, the casino and the insurer share the profits andlosses associated with a contract. To ensure a profit to be dividedamongst the two, a contract may be priced in excess of a player'saverage win. Note that a players loss would count as zero in figuringout the player's average win, since the player does not have to pay forlosses.

One method of pricing the contract involves first figuring out what theinsurer might expect to pay, on average, to cover a player's losses.Another method of pricing a contract involves first figuring out whatthe casino/insurer combination might expect to pay, on average, tocompensate a player for his winnings. Both methods involve similarcomputations. Therefore, some exemplary computations will be describedbelow with respect to only one or the other method of pricing acontract.

1) In one example computation, the insurer obtains the gaming device ora component of the gaming device containing significant informationabout the operation of the gaming device (e.g. the CPU). The insurerthen operates the gaming device as a player would when under contract.For example, if the insurer is to sell contracts for 600 pulls, theinsurer would make 600 handle pulls at the gaming device and record thenumber of accumulated credits at the end of the 600 pulls. The insurermay repeat this process of testing contracts at the device for a largenumber of trials. The insurer may then average what its payments wouldbe over all the trials. Note that while it might take a player days oryears to complete, say, 100,000 contracts at a gaming device; theprocess may be sped up for the insurer by giving the gaming devicespecial instructions to generate outcomes more rapidly. The performanceof large number of trials in the manner described above is often calleda Monte-Carlo simulation.

To price a contract using the method of pricing described above, forexample, an insurer simulates the execution of a 600-pull contract. Theinsurer repeats the simulation four more times. After the firstsimulation, the player has won $10. After the second, the player haslost $5. After the third, the player has lost $17. After the fourth, theplayer has lost $8. After the fifth, the player has won $3. To figureout what the insurer must pay, on average, the insurer adds the threelosses to get: $5+$17+$8=$30. The insurer then divides by five, thenumber of simulations, to get: $30/5=$6. The insurer doesn't care, forthe purposes of this calculation, how much the player won when he didwin, since the casino is the one paying the player his winnings. Now, inorder to obtain an average $4 profit, the insurer might charge $10 foreach contract.

2) In another example computation, the insurer obtains or createssoftware that mirrors or models the operation of the gaming device. Forexample, the software is configured to generate the same outcomes asdoes the gaming device with the same frequency as the gaming device. Foreach outcome generated, the software tracks what a player's accumulatedcredits would be. As before, the insurer may simulate many contracts andaverage what its payments would be over all the trials.

3) In yet another example computation, the insurer mathematically modelspotential outcomes of one handle pull of the gaming device using arandom variable with a probability mass function (PMF) or probabilitydensity function (PDF). With these functions, the x-axis may representpotential winnings, such as −$1 or $3, which can occur from a singlehandle pull. The example of −$1 indicates the player has paid $1 for thepull but has won nothing. The example of $3 indicates that the playerhas paid $1 for the pull and won $4. The y-axis of these functionsrepresents the probability or probability density of each outcomeoccurring. The probability of the player getting −$1 on a pull might be0.8, while the probability of the player getting $3 might be 0.2. A PMFfor the number of accumulated credits at the end of a contract can thenbe created by summing the random variables representing individualhandle pulls. If each pull is independent with an identical PMF, as iscommon with slot machines, then the PMF for the results of the entirecontract can be created using repeated convolutions of the PMF's forindividual handle pulls. If, for example, 600 pulls are involved, thenthe PMF for single a handle pull may be convolved with itself 599 timesto generate a PMF for the entire contract. Using this resultant PMF, theinsurer can easily calculate how much it would expect to pay to cover aplayer's losses on each contract. If the resultant random variable isdenoted by w, and the insurer would by required to pay for any playerlosses, then the insurer's expected payment is given by$\overset{0}{\sum\limits_{- \infty}}{w\quad{P(w)}}$where P(w) is the probability of w.

4) In another example computation, using the method described above,Fourier Transforms, Z transforms, Laplace Transforms, or othertransforms can be used to aid in the calculation of the repeatedconvolutions. Such a use of transforms is well known in the art.

5) In still another example computation method, as is well known in theart, with many classes of random variables, repeated summation resultsin a Gaussian probability distribution. This distribution has the shapeof the familiar bell curve. The Gaussian distribution has the advantageof being fully described by only two parameters, a mean and a standarddeviation. If a Gaussian probability distribution is used to approximatethe sum of a large number of independent, identically distributed randomvariables, such as those that often describe handle pulls, then the meanand standard deviation of the Gaussian distribution is very easilycalculated based on the mean and standard deviation of a random variabledescribing an individual pull. Such calculations are well known in theart. Thus, a Gaussian distribution can easily be generated toapproximate the PMF of a player's accumulated credits at the end of acontract. Using this distribution, the insurer can calculate the amountit would be required to pay, on average, to cover a players losses. Themethod of calculation is similar to that described in 3). If a GaussianPDF is used as an approximation, then an integral sign replaces thesummation sign, and “probability” is replaced by “probability density.”

The following is an example of using a Gaussian probability densityfunction to approximate the amount a casino would be required to pay, onaverage to, to compensate a player for his winnings at the end of acontract. The contract may then be priced in excess of this amount toensure an average profit for the casino/insurer combination. A Gaussianfunction is given by the formula${f(x)} = {\frac{1}{\sigma\sqrt{2\pi}}{{\mathbb{e}}^{\frac{- {({x - \mu})}^{2}}{2\sigma^{2}}}.}}$In this formula, σ is the standard deviation, and μ is the mean. Now,let us suppose that a single handle pull of a slot machine results in arequired payout to the player described by a probability mass functionwith mean μ₀ and standard deviation σ₀. Then, assuming each handle pullis independent, n handle pulls of the slot machine may be described by afunction with mean μ=μ₀n and standard deviation σ=σ₀√n. Furthermore, ifn is large, then the function describing a casino's aggregate payoutafter n handle pulls may be approximated by the Gaussian function f(x),whose formula is given above.

To calculate what a casino would have to pay to compensate a player forhis winnings, on average, we note that the casino pays when the playerwins, but receives nothing when a player loses. Therefore, the expectedpayment of the casino is given by:∫_(−∞)⁰0^(*)f(x)𝕕x + ∫₀^(∞)x^(*)f(x)𝕕x = ∫₀^(∞)x^(*)(x)𝕕x.

We proceed to solve the integral: $\begin{matrix}{{\int_{0}^{\infty}{x^{*}{f(x)}{\mathbb{d}x}}} = {\int_{0}^{\infty}{x^{*}1\left. \sqrt{}\left( {2{\pi\sigma}} \right) \right.{\exp\left( {{- \left( {x - \mu} \right)^{2}}/\left( {2\sigma^{2}} \right)} \right)}{\mathbb{d}x}}}} \\{= {{1/\left. \sqrt{}\left( {2{\pi\sigma}} \right) \right.}{\int_{0}^{\infty}{x^{*}{\exp\left( {{- \left( {x - \mu} \right)^{2}}/\left( {2\sigma^{2}} \right)} \right)}{\mathbb{d}x}}}}} \\{= {{1/\left. \sqrt{}\left( {2{\pi\sigma}} \right) \right.}{\int_{0}^{\infty}\left\lbrack {{\left( {x - \mu} \right)^{*}{\exp\left( {{- \left( {x - \mu} \right)^{2}}/\left( {2\sigma^{2}} \right)} \right)}} +} \right.}}} \\{\left. {\mu^{*}{\exp\left( {{- \left( {x - \mu} \right)^{2}}/\left( {2\sigma^{2}} \right)} \right)}} \right\rbrack{\mathbb{d}x}} \\{= {{2{\sigma^{2}/\left. \sqrt{}\left( {2{\pi\sigma}} \right)^{*} \right.}{\left( {{- 1}/2} \right)^{*}\left\lbrack {\exp\left( {{- \left( {x - \mu} \right)^{2}}/\left( {2\sigma^{2}} \right)} \right)} \right\rbrack}_{0}^{\infty}} +}} \\{\mu{\int_{0}^{\quad\infty}{{1/\left. \sqrt{}\left( {2{\pi\sigma}} \right) \right.}{\exp\left( {{- \left( {x\quad - \quad\mu} \right)^{2}}/\left( {2\sigma^{\quad 2}} \right)} \right)}{\mathbb{d}x}}}}\end{matrix}$

We deal with the two terms separately: $\begin{matrix}{{2{\sigma^{2}/\left. \sqrt{}\left( {2{\pi\sigma}} \right)^{*} \right.}{\left( {{- 1}/2} \right)^{*}\left\lbrack {\exp\left( {{- \left( {x - \mu} \right)^{2}}/\left( {2\sigma^{2}} \right)} \right)} \right\rbrack}_{0}^{\infty}} = {{- \sigma^{2}}/\left. \sqrt{}{\left( {2{\pi\sigma}} \right)^{*}\left\lbrack {0 - {\exp\left( {{- \mu^{2}}/\left( {2\sigma^{2}} \right)} \right)}} \right\rbrack} \right.}} \\{= {\sigma^{2}{{\exp\left( {{- \mu^{2}}/\left( {2\sigma^{2}} \right)} \right)}/\left. \sqrt{}\left( {2{\pi\sigma}} \right) \right.}}} \\{= {n\quad\sigma_{0}^{2}{{\exp\left( {{- n^{2}}{\mu_{0}^{2}/\left( {2{\pi\sigma}_{0}^{2}} \right)}} \right)}/\left. \sqrt{}\left( {2\pi\left. \sqrt{}n \right.\quad\sigma_{0}} \right) \right.}}} \\{= {n^{3/4}\sigma_{0}^{3/2}{{\exp\left( {{- n}\quad{\mu_{0}^{2}/\left( {2\sigma_{0}^{2}} \right)}} \right)}/\left. \sqrt{}\left( {2\pi} \right) \right.}}}\end{matrix}$ and $\begin{matrix}{{\mu{\int_{0}^{\infty}{{1/\left. \sqrt{}\left( {2{\pi\sigma}} \right) \right.}{\exp\left( {{- \left( {x - \mu} \right)^{2}}/\left( {2\sigma^{2}} \right)} \right)}{\mathbb{d}x}}}} = {\mu{\int_{{- \mu}/\sigma}^{\infty}{{1/\left. \sqrt{}\left( {2{\pi\sigma}} \right) \right.}{\exp\left( {{- y^{2}}/2} \right)}\sigma{\mathbb{d}y}}}}} \\{= {\mu\left. \sqrt{}\sigma \right.{\int_{{- \mu}/\sigma}^{\infty}{{1/\left. \sqrt{}\left( {2\pi} \right) \right.}{\exp\left( {{- y^{2}}/2} \right)}{\mathbb{d}y}}}}} \\{= {\mu\left. \sqrt{}{\sigma\left\lbrack {1 - {\int_{\infty}^{{- \mu}/\sigma}{{1/\left. \sqrt{}\left( {2\pi} \right) \right.}{\exp\left( {{- y^{2}}/2} \right)}{\mathbb{d}y}}}} \right\rbrack} \right.}}\end{matrix}$ (where  y = (x − μ)/σ)

The integral is the cumulative distribution function for a zero mean,unit standard deviation Gaussian, for which tables exist. We denote itby N(−μ/σ). Continuing: $\begin{matrix}{{\mu{\int_{0}^{\infty}{{1/\left. \sqrt{}\left( {2{\pi\sigma}} \right) \right.}{\exp\left( {{- \left( {x - \mu} \right)^{2}}/\left( {2\sigma^{2}} \right)} \right)}{\mathbb{d}x}}}} = {\mu\left. \sqrt{}{\sigma\left\lbrack {1 - {N\left( {{- \mu}/\sigma} \right)}} \right\rbrack} \right.}} \\{= {n\quad\mu_{0}n^{1/4}\left. \sqrt{}{\sigma_{0}\left\lbrack {1 - {N\left( {{- n}\quad{\mu_{0}/\left( {\left. \sqrt{}n \right.\quad\sigma_{0}} \right)}} \right)}} \right\rbrack} \right.}} \\{= {n^{5/4}\mu_{0}\left. \sqrt{}{\sigma_{0}\left\lbrack {1 - {N\left( {{- \left. \sqrt{}n \right.}\quad{\mu_{0}/\sigma_{0}}} \right)}} \right\rbrack} \right.}}\end{matrix}$

Recombining the two terms we get:${\int_{0}^{\infty}{x^{*}{f(x)}{\mathbb{d}x}}} = {{n^{5/4}\sigma_{0}^{3/2}{{\exp\left( {{- n}\quad{\mu_{0}^{2}/\left( {2\sigma_{0}^{2}} \right)}} \right)}/\left. \sqrt{}\left( {2\pi} \right) \right.}} + {n^{5/4}\mu_{0}\left. \sqrt{}{\sigma_{0}\left\lbrack {1 - {N\left( {{- \left. \sqrt{}n \right.}\quad{\mu_{0}/\sigma_{0}}} \right)}} \right\rbrack} \right.}}$

If we were to graph the above as a function of n, the number of pulls,we would see that initially, as the number of pulls in a contract getslarger, a casino could expect to pay more money to compensate a playerfor his winnings. However, there would reach a point, beyond which morepulls in a contract would actually decrease the amount a casino couldexpect to pay to compensate a player for his winnings. This illustratesan important feature of contracts. Having more pulls in a contract isnot necessarily an advantage for a player.

6) In another example computation, a casino or insurer may start with afirst price for a contract, and then evolve the price as more and moreof the contracts are purchased and executed. For example, if an insurerloses money on the first few contracts it sells, then it may increasethe price of the contract. If the insurer makes large profits on itsfirst few contracts, then it may reduce the price.

Other types of computations may be readily apparent to those skilled inthe art in light of the present disclosure. Once the insurer hasdetermined what it can expect to pay, on average, to cover a player'slosses, the insurer may price the contract so as to give itself adesired profit margin. For example, if the insurer can expect to pay, onaverage, $15 to cover a players losses, then the insurer might price thecontract at $20 to insure itself a $5 average profit.

7. Automated Play

7.01. Introduction

In various embodiments of the present invention, a gaming device may beconfigured to execute a number of game plays automatically (i.e.,without receiving player input in association with one or more gameplays of a gaming contract or session). Various methods foradministering a plurality of game plays without receiving continuousinput from a player are described in Applicants U.S. Pat. No. 6,012,983,filed Dec. 30, 1996, entitled “AUTOMATED PLAY GAMING DEVICE”; U.S. Pat.No. 6,634,942, filed Jun. 12, 2002, entitled “SYSTEM AND METHOD FORAUTOMATED PLAY OF MULTIPLE GAMING DEVICES”; U.S. application Ser. No.10/635,986, filed Aug. 7, 2003, entitled “SYSTEM AND METHOD FOR REMOTEAUTOMATED PLAY OF GAMING DEVICES”; U.S. application Ser. No. 10/636,520,filed Aug. 7, 2003, entitled “SYSTEM AND METHOD FOR COMMUNICATING GAMESESSION INFORMATION”; and U.S. application Ser. No. 10/331,438, filedDec. 27, 2002, entitled “METHOD AND APPARATUS FOR AUTOMATICALLYOPERATING A GAME MACHINE”; the entirety of each are incorporated in thisdisclosure by reference.

In various embodiments of the present invention, play in accordance witha contract may include at least one play that is initiatedautomatically. In some embodiments, play in accordance with a contractmay include at least one play that is initiated automatically and atleast one play that is manually initiated. In some embodiments, a playermay be able to switch back and forth between manual and automated playas often as he likes. In some cases, a player may not desire to make anyactive decisions once a contract has been initiated and may simply put agaming device into a mode for “automated play” or “automatic play.” Theplayer may later have the option of taking the gaming device out ofautomated play and of manually initiating handle pulls.

In some embodiments, a player may specify that a contract is to involveautomated play when the player establishes the contract. In one example,a player establishes a contract for an hour of play at ten hands ofvideo poker per minute, in which the gaming device will execute thecontract by automatically spinning and generating outcomes. As discussedabove, a player may optionally set up a contract to schedule a temporarypause or stoppage in automated play (e.g., for fifteen minutes after thefirst half-hour of automated play).

In some embodiments, a player may establish a gaming contract and thenduring the corresponding gaming session, the player may request orindicate a desire for a portion of the plays under the contract to beexecuted automatically. For example, as described in various ways inthis disclosure, a player may establish a gaming contract lasting aperiod of time (e.g., one hour) or a number of plays (e.g., 500 hands ofvideo poker). At some point during the contract, the player may indicate(e.g., using an input device, such as a physical button or icon of atouch-sensitive display screen) a desire that a plurality of game playsare to be executed automatically (e.g., a gaming device and/or servershould initiate and/or resolve at least one game play without the playerpressing a “deal,” “draw,” and/or “hold” button).

In one or more embodiments, a player may specify a length of time ornumber of game plays during which automated play should be utilized(e.g., the player specifies that the gaming device will be on“Auto-Play” for ten minutes, for sixty hands, for the remainder of acontract, etc.). In some embodiments, a player may set a gaming deviceon automated play indefinitely. For example, the gaming device may beconfigured to continually execute game plays until (i) an input isreceived indicating that automated play should be deactivated, or (ii)the number of game plays or amount of time associated with a gamingcontract are used or expire.

Thus, a player may actuate and/or request a feature or option forautomated play (e.g., by actuating an appropriately labeled inputdevice) at any time before and/or during a gaming session (e.g., whentime and/or at least one play is remaining in a gaming contract). Thegaming device may then be configured to continually execute game playswithout further player input until, for example, (i) an input isreceived indicating that the automated play feature should bedeactivated, (ii) the number of game plays and/or amount of timeassociated with the gaming contract are used or expire, (iii) aparticular outcome is reached (e.g., a Royal Flush), (iv) a length oftime or number of game plays indicated by a player (e.g., twenty of theremaining fifty game plays, half of the remaining time, 90% of theremaining game plays) has been used or expire, (v) the player wins apredetermined number of consecutive outcomes, and/or (vi) the playerscredit balance increases by twenty-five credits (e.g., so that theplayer can take over manual control when the machine “gets hot”), etc.

It will be readily understood in light of this disclosure that a playermay choose to remain at a gaming device that is executing a plurality ofgame plays automatically for the player in association with a gamingcontract or session, but some types of players may prefer to leave (atleast temporarily) a gaming device that is playing automatically. In oneexample, a player can sign up for a contract, and then have the contractexecuted automatically by a gaming device. In some embodiments, theplayer can view a running tally of his accumulated credits and/or arepresentation of some or all of his outcomes using another device(e.g., from home using a computer to view results on the Internet). Asdiscussed above, in some embodiments a player may indicate instructionsor decisions that may be used in conducting automated play when theplayer is not present at a gaming device.

One example of automated play is discussed below with respect to anexemplary feature called “Cruise Control,” for which it is expected thata player will remain at the gaming device for most if not all of theautomated play (e.g., to view outcomes as they are generated). Inanother example of automated play discussed below with respect to anexemplary feature called “Walk-Away,” it is assumed that the playermight not remain at the gaming device during all of the automated play.

In some embodiments, a contract may require certain behaviors of theplayer. As mentioned, these behaviors may include maintaining a certainrate of play, or performing a minimum number of handle pulls. The gamingdevice on which a contract is executed may take various steps to ensurethat the behaviors are performed. To this end, the gaming device mayinitiate handle pulls automatically or may fail to register handle pullsthat the player attempts to initiate. For example, if the player mustmake at least one handle pull every ten seconds, and the player hasfailed to make any handle pulls in 9 seconds, then the gaming device mayautomatically initiate a handle pull for the player on the tenth second.As another example, a player may be restricted from making more than onepull every ten seconds. If in the same ten-second interval, the playerattempts to make more than one handle pull, the second handle pull maynot be initiated, at least until the next ten-second interval.

As can be seen from the above two examples, in some embodiments theplayer may maintain some control over his gambling behavior even whilethe gaming device forces him to comply with the contract. So a playerwho must make a pull every 10 seconds still has control over whether thepull occurs on the first second of an interval or the eighth second ofan interval. Such control can be psychologically important, because manyplayers feel that the exact moment at which the handle pull is initiatedhas an important effect on the ultimate outcome.

7.02. Activating/Deactivating Automated Play

According to some embodiments, activating a feature or option forautomated play (e.g., a Walk-Away feature) may comprise one or more of:(i) receiving a request from a player to activate the feature, (ii)determining a code or password that may be used to activate/deactivatethe feature, (iii) activating the feature (e.g., receiving a code andautomatically executing game plays thereafter), and (iv) outputting anindication that the feature is active (e.g., a display screen outputs amessage such as, “This machine in use by Player 8160916” or “AutomatedPlay in Progress”).

In some embodiments, automated play may then be deactivated upon one ormore of a variety of conditions, including but not limited to (i) aninput or other indication that automated play should be deactivated isreceived (e.g., a code or password is entered by a player or casinorepresentative, a signal is received from a casino server), (ii) thenumber of game plays or amount of time associated with the gamingcontract are used or expire, (iii) a particular outcome is reached(e.g., a Royal Flush), and so on.

In some embodiments, a player may activate an automated play feature(e.g., a Walk-Away feature) and choose not to disengage the feature(e.g., the player does not return) until after the gaming session iscomplete.

7.03. Codes and Passwords

In some embodiments, a gaming device or casino personnel may provide acode to a player upon the player's request of an automated play feature(e.g., a Walk-Away feature). As discussed in this disclosure, codes andpasswords may be useful in some embodiments for activating and/ordeactivating automated play.

For example, in one embodiment, a random number may be generated orotherwise determined by a gaming device and/or server (e.g., between arange of random numbers, such as 00001-99999). The number may then beassigned to a particular player (e.g., the number is stored as adatabase record associated with the player), and output to the player(e.g., via a printer, display screen, etc.). In another example, agaming device may store or otherwise communicate with a database storinga number of non-numeric (e.g., “dinosaur”) or partially-numericpasswords (e.g., “purple47”), from which one may be randomly chosen,assigned and output to a player.

In other embodiments, a player may enter a desired password. Forexample, the player may be prompted by a gaming device to enter apassword. In one such embodiment, a gaming device may specify (output toa player) various limitations associated with possible passwords playersmay choose. Various embodiments are contemplated, including but notlimited to: (i) each password must contain at least one numericcharacter, (ii) each password must be between four and eight charactersin length, (iii) the password is not “Vegas,” “lucky,” “1234” or anyother password deemed unacceptable (e.g., due to its commonality), andso on. In one example, a gaming device may store or otherwisecommunicate with a database containing a list of various unacceptablepasswords (e.g., as specified by an operator).

In some embodiments, a code or password may comprise an identifier thatmay be used to identify the player, such as a player tracking number, abiometric (e.g., a thumbprint), financial account number, or driver'slicense number.

7.04. Stored Strategies

For some types of games, a player typically makes strategy decisionswhen the gaming device is not set for automated play. For example, in adraw video poker game, the player is typically responsible for decidingwhich cards of a dealt five-card hand to hold in an attempt to improvethe hand with a draw. Accordingly, in some embodiments of the presentinvention, when a gaming device is configured to play automatically onthe player's behalf, the gaming device may be operable to hold ordiscard certain cards of a dealt hand in accordance with one or morestrategy protocols (e.g., stored within a memory of the gaming deviceand/or a server). For example, a protocol comprising “perfect strategy”rules may indicate, based on tested mathematical simulations, whichcards of a dealt five-card draw poker hand should be held so as tomaximize the expected value of the hand.

It should be noted that in some embodiments of the present invention,perfect strategy may alter depending upon the player's credit balance.For example, if the player has a sufficiently negative credit balance,and very little time remaining in a session, the only strategy that mayyield a positive credit balance may be to draw exclusively toward ahigh-paying outcome, such as a Royal Flush or Four-of-a-Kind (e.g., asonly a substantial payout will bring the player's balance above zerocredits, whereby the player would be able to collect some amount ofcurrency at the end of the session).

Thus, in some embodiments, when a request is received to execute anumber of game plays in association with automated play, the presentinvention may comprise executing hold/discard decisions of a video pokergame based on one or more stored strategy rules. In some embodiments,only one preset strategy (e.g., preset by a gaming device manufactureror casino operator) may be available (e.g., maximize expected value). Inother embodiments, a player may choose from a number of strategy optionsfor automated play (e.g., “Always maximize expected value,” “Alwaysmaximize my chances of getting a winning hand” or “Always draw for theRoyal Flush,” etc.).

It should also be noted that such stored strategy protocols may also beused to offer strategy hints to players, rather than be used toautomatically decide which cards to hold and discard for a player whenautomated play is activated. For example, various strategyrecommendations may be output to a player when automated play is notactivated. Various methods of outputting such recommendations arecontemplated, including but not limited to written recommendations(e.g., text is output via a display screen); auditory recommendations(e.g., a voice recording is output via audio speakers); highlighting,shading, outlining an other graphical alterations (e.g., the recommended“hold” cards are automatically outlined for the player); and so on.

7.05. “Cruise Control” Example

In some embodiments, a player may set a gaming device on automated playindefinitely. For example, while playing out a video poker gamingcontract that entitles the player to an hour of unlimited hands of videopoker, the player may decide he no longer wishes to press a deal button,select hold cards, press a draw button, and so on, yet wants to remainseated in front of the gaming device to watch game play occur. Theplayer may actuate an input device to indicate such a desire (e.g., theplayer presses a button labeled “Activate Cruise Control” or “ActivateAutomatic Play”). Accordingly, the gaming device may be configured tocontinually execute game plays until (i) an input is received indicatingthat automated play should be deactivated, or (ii) the number of gameplays or amount of time associated with the gaming contract are used orexpire.

Thus, in accordance with some embodiments of the present invention, agaming device may execute a number of game plays, while a player watchesthe machine perform strategy decisions and receives payouts for winningoutcomes (e.g., winning hands in video poker). Winning outcomes may beaccompanied by additional animations or sound effects to call theplayer's attention to the device. Various input devices may then enablethe player to regain control, change the speed with which outcomes arepresented, and so on.

7.06. “Walk-Away” Example

In various embodiments, a player may leave a gaming device, and thegaming device may continue automated play on the players behalf. Forexample, a gaming device may execute a number of game plays while aplayer is not present at a gaming device. As described above, themachine may perform strategy decisions and may continue to presentpayouts for winning outcomes. Winning outcomes may be accompanied byadditional animations or sound effects, even if the player is not at thegaming device (or is not expected to remain at the gaming device). Forinstance, outputting indications of winning outcomes may be desirable inorder to attract the attention of passers-by or nearby players, who maybecome interested in the automated play mode. As described above,various input devices may enable a player to regain control, change thespeed with which outcomes are presented, and so on, if the playerreturns to the gaming device (e.g., before automated play terminates).

For example, a player may actuate a “Walk-Away feature (e.g., byactuating an appropriately labeled input device) at any time during agaming session, such that the gaming device may then be configured tocontinually execute game plays without further player input until (i) aninput is received indicating that Walk-Away should be deactivated, (ii)the number of game plays or amount of time associated with the gamingcontract are used or expire, (iii) a particular outcome is reached(e.g., a Royal Flush), etc.

Thus, a player may not be present while a gaming device executes aplurality of game plays in association with an automated play feature.In accordance with some embodiments, the player may then return to thegaming device at some later point while the feature is activated, anddeactivate the feature using a code. Thus, the player may rest assuredthat although the player may not be present at the machine, no otherplayer may approach the gaming device and execute a number of game playsin association with the gaming contract (e.g., the code may be providedonly to the first player, may be chosen by the first player as a privatepassword, etc.). The player may also not return until after the gamingsession is complete.

8. Offering the Contract

A contract may be offered to a player in a number of ways. A gamingdevice may use text or synthesized voice to ask a person whether or nothe would like to sign up for a contract. A casino attendant may offer acontract to a player, or signs at a casino may point a player towards acasino desk where he may then purchase a contract.

A number of circumstances may trigger the casino or an insurer to offera contract to the player. For example, the player may have lost most ofan initial stake deposited into a gaming device. A player may be slowinghis play, or may no longer be inserting coins into the machine. The timeof day may be a players typical lunch time or departure time. A playermay have the opportunity to enter into a contract only if he also agreesto do business with a particular merchant or group of merchants. Theplayer may have the opportunity to enter into a contract if the casinoor insurer deems him a good, valuable, or loyal customer.

9. Agreeing to the Contract

A player may specify a desired contract in a number of ways. At a gamingdevice, a player may use a touch screen to indicate his desire to enterinto a specific contract. Using the touch screen, the player may selectfrom a menu of possible contracts. For example, the menu might listseveral contracts with different time durations or different prices. Theplayer could then select a contract by touching an area of the screennext to his desired contract. Of course, rather than a touch screen, aplayer may use special buttons, keys, or voice input devices to specifya desired contract and/or contract term(s). Other types of input deviceswill be readily apparent to those skilled in the art.

The player might use menus to customize a contract for himself. Forexample, the player might use a first menu to select a duration of thecontract (e.g., 600 pulls, or ½ hour). A second menu might be used toselect a rate of play. A third menu might be used for coin denomination.Many other menus are possible for other contract features. Once theplayer has selected several contract features, the gaming device mayselect the remaining feature so as to make the contract profitable forthe insurer. For example, once the player has chosen a number of pullsand a coin denomination, the gaming device might choose the price of thecontract.

In some embodiments, a player chooses a contract prior to approachingthe gaming device or even the casino. A player might select a contracton the Internet. For example, the player might select a contract whilevisiting the Web site provided by the casino server. On the Internet,the player might specify terms of the contract, such as the number ofpulls, the rate of play, the cost, the payout tables, the winning symbolcombinations, etc. Of course, as discussed above, some terms may bepresented to the player via the Internet.

According to one embodiment, after accepting a contract the player maythen print out a code or a document describing the terms of thecontract. The player then brings the code or document to a gaming devicethat then recognizes what contract the player has chosen. When theplayer signs up for a contract a description of the contract might besent electronically directly to the gaming device. The player might thenonly identify himself at the gaming device in order to initiate contractplay.

Other terms of a contract a player may agree to or specify include: thefont size of the machine, the noise level of the machine's soundeffects, the particular game (e.g., number of reels, number of paylines), the brightness of the display, etc.

According to one embodiment, when accepting a contract, especially acontract in which the player will be remote from the casino as outcomesare generated for him, the player may be asked to provide an emailaddress, address, phone number, etc., to which generated outcomes andother session information may be sent.

According to one embodiment, to confirm entry into a contract, a playermight sign a document that may contain the terms of the contract. Thedocument may be printed from a gaming device or from the internet, ormay be obtained from a counter at a casino. The signed document may thenbe deposited into an opening in the gaming device, may be returned to acasino counter, or may be kept by the player. The player might also signan area on a touch screen or other sensing device.

According to various embodiments of the present invention, a player mayconfirm acceptance of or entry into a contract by paying for it. Theplayer might pay by depositing tokens, coins or other currency into thegaming device. The player might pay using a credit or debit card. Theplayer might also pay from a player credit account established with thecasino. The player might pay at a counter of the casino. In someembodiments, a player may receive a contract or a contract indicator(e.g., a token or symbol) to bring to a gaming device. The gaming devicemight then recognize the contract indicator, for example, a bar code,and then execute the corresponding contract.

In some embodiments, payment for a contract need not necessarily be paidupfront (e.g., before execution of a contract is initiated). A playermay commit to paying in the future, for example, or may agree to apayment schedule of one or more installments. According to oneembodiment, a player might provide payment for a contract only undercertain specified conditions, such as if the player has lost moneyduring execution of the contract. Some exemplary payment schedules,without limitation, are as follows:

-   -   1. The player agrees to pay the full price of the contract at        some designated future date.    -   2. The player pays a fixed percentage of the full price of the        contract on a periodic basis until the full price of the        contract has been paid off.    -   3. Interest accrues on any unpaid portion of the contract price.        The player pays a fixed amount on a periodic basis until the        price of the contract and any accrued interest on the unpaid        portion of the contracts price has been paid.    -   4. The player pays a portion of the contract price on a periodic        basis, and the required payments are modulated based on the        player's current winnings from the contract. In one example,        during any given scheduled pay period, the player might pay 10%        of the contract price if his net winnings from the contract are        negative, but only 5% of the contract price if his net winnings        from the contract are positive. Then, at the termination of the        contract, if the player has not paid the full amount for the        contract, the rest of the price of the contract is deducted from        the players winnings. If the player's winnings still do not        cover the remaining price of the contract, then the player is        billed for the rest of the price of the contract.

In some embodiments, if the player is to make future payments in orderto pay for a contract, the future payments are charged automatically bythe casino server to a financial account of the player. A player'sfinancial account might include a credit card, debit card, or checkingaccount, for example. The player may further agree not to close hisfinancial account before payment for the contract has been completed.Also, as discussed herein, any player winnings may be addedautomatically to the player's financial account according to the termsof the contract.

10. Instruction Sets

A typical contract may cover and/or require a large number of handlepulls by the player. Now ordinarily, when a player is gambling at agaming device for a long period of time, the player makes a number ofdecisions related to his gambling. Should the player play more quicklyor more slowly? Should the player double his bet after a loss? Shouldthe player quit after a sizable win? Should the player take a shortbreak to use the restroom?

Since the contract covers a large number of pulls, it is possible forsome player decisions to be made beforehand and included in thecontract. A gaming device may then act on the decisions specified in thecontract without further input from the player. For example, whilenegotiating a contract for an hour of play at ten pulls per minute, aplayer might decide he would like a fifteen minute break between thefirst half-hour and the second half-hour of pulls. The gaming devicemight then execute the contract for the first half-hour by automaticallyspinning and generating outcomes for the first half-hour. The gamingdevice might then freeze for fifteen minutes, preventing other playersfrom stepping in and allowing the contract holding player to take hisfifteen minute break. The device can then unlock after fifteen minutes,perhaps with the entry of a password, and resume the generation ofoutcomes.

One advantage of having a player's decisions spelled out before hand inthe contract is that the player need not even be present at the gamingdevice. A player can sign up for a contract at a casino in Las Vegas,and then have the contract executed automatically by a gaming device. Insome embodiments, as discussed in this disclosure, a player can thenview a running tally of his accumulated credits over the Internet whilein Virginia, for example.

In general, player instructions associated with a contract will includesome action to be performed as well as some triggering condition for theperformance of the action. As an example, a player instruction may be toincrease the rate of handle pulls provided accumulated player creditsexceed one hundred. In this example, the action is to increase the rateof handle pulls, and the triggering condition is whether accumulatedplayer credits exceed one hundred. The following exemplary playeractions may be part of a player's instructions:

1. Increase or decrease a wager amount on one or more handle pulls.

2. Increase or decrease a rate of wagering.

3, Cease gambling.

4. Change the way outcomes are displayed.

The following example conditions may trigger one or more of the aboveexample actions:

1. The player has just won or lost on one or more handle pulls.

2. The player has just won a certain amount on one or more handle pulls.

3. Any player defined sequence of wins and losses has occurred on priorhandle pulls.

4. The player has approached or left the vicinity of the gaming device.

5. The current time has reached a particular time of day.

One advantage of contracts executed by the gaming device is that agaming device can gamble at speeds a human is incapable of achieving.For example a player is on a winning streak, but must soon join hisfamily for lunch. Rather than cash out and leave, he decides toaccelerate his play to two pulls per second. He therefore enters into acontract which is to be executed by the machine at two pulls per secondfor the next eight minutes. In this contract, an insurer is notinvolved. The contract simply serves as a means of increasing the rateof play. As it happens, the player loses all his money in six minutes,and so the contract ends.

Player instructions may tell the slot machine to play faster when theplayer is present or is observing in some way, and to play more slowlywhile the player is asleep. For example, the rate of pulls may be twiceas fast during the day as at night. The rate of play may likewise befaster when an infrared detector in the slot machine senses the heat ofthe players presence.

Player instructions may also tell a gaming device how to play certaingames involving player decisions. For example, a player may leaveinstructions to use basic strategy in a game of video blackjack, or toplay according to published theory in a game of video poker. Forinstance, the player may add instructions to always draw to a four cardopen-ended straight flush.

11. Times of Execution

A contract may be executed over a range of different time periods. Theoutcomes, the accumulated player credits, and the player winnings may ormay not be displayed to the player at the same time at which theoutcomes are being generated.

In one embodiment, all the outcomes needed for a contract are generatedvery rapidly by a gaming device, perhaps all in less than a second. Theoutcomes may then be displayed to the player over a much longer timeframe so as to give the player a more exciting gaming experience.

In another embodiment, outcomes may be continuously generated at a ratecomparable to that with which a player might make handle pulls on hisown. This embodiment might be entertaining for a player if the player issitting at the gaming device or watching the outcomes being generatedfrom a home computer.

In another embodiment, outcomes are generated on a periodic basis atfixed times every day, week, hour, etc. For example, outcomes for a600-pull contract may be generated one hundred outcomes at a time, eachblock being generated from 8 p.m. to 9 p.m. on Sunday. Thus, it wouldtake just under six weeks for the entire contract to be executed. Thismethod of execution may be ideal if a player has a schedule as to whenhe enjoys watching outcomes being generated. For example, the playermight enjoy seeing outcomes generated while he watches his favorite showon Sundays from 8 p.m. to 9 p.m. This method of execution might also beideal for the casino if slow business periods occur on a periodic basiswhere the entire contract cannot be executed in a single period.

In still another embodiment, outcomes are generated on a flexible basis,either when it is convenient for the casino or for the player. In thisembodiment, the casino may wait for a gaming device to be free of usebefore using it to generate the next couple of outcomes of a contract.Alternatively, the player may signal the gaming device any time he isready to have the next few outcomes generated

12. Viewing the Contract's Execution

As discussed, a player may enjoy watching from a remote location as theoutcomes of his contracts are generated. Since the player is notphysically at the slot machine, the outcomes must be presented to theplayer via some graphical representation. In one embodiment, a camerasimply films the gaming device generating the players outcomes. Theimage from the camera is transmitted to the player device via theInternet, the cable system, satellite, etc. The player device might be,for example, a TV or a personal computer. In another embodiment, thegenerated outcomes are recorded either by the gaming device, by a camerawatching the device, or by a casino employee. The generation of theoutcomes is then graphically recreated for the player in a manner notnecessarily consistent with the physical appearance of the gaming devicethat generated the outcomes. For example, a gaming device generates theoutcome: cherry-orange-lemon. The gaming device then transmits, via thecasino server and the Internet, a bit sequence indicating the outcomescherry-orange-lemon. Perhaps the bits “0000” represent cherry, “0011”represent orange, and “1111” represent lemon. The bit sequence istransmitted to a player's home computer, where a software programdisplays a cartoon representation of a slot machine. The cartoon showsthe reels spinning and stopping with the outcome: cherry-orange-lemon.The cartoon representation of the slot machine may not look anythinglike the slot machine that originally generated the outcomes. In someembodiments, a player views a combination of the actual image of hisgaming device, and a computer-rendered version of a gaming device. Forexample, a cartoon of the reels spinning might be displayed within theframe of an actual image of the slot machine, without the reels.

In some embodiments, the player does not view a graphical representationof the outcomes, but sees the outcomes as text, such as “seven-bar-bar,”“s-b-b,” “7-b-b,” etc. The player may not even see the outcomes, justhow much he has won or lost on every pull. Thus, the player may view aperiodically updated tally of his accumulated credits. He may only viewhis total accumulated credits, or his take home winnings, after alloutcomes have been generated.

Any graphical or textual representation of the player's outcomes,accumulated credits, or other contract information may be displayedeither on an entire portion of a computer or TV screen, or on a smallerportion of the screen. For example, a small cartoon slot machine mayreside in a box in the upper right hand corner of a TV screen thatsimultaneously displays a regular TV show. A player watching televisionneed then only glance up at the corner of his screen to follow theprogress of his contract. Representation of outcomes may also be placein an email message to the player.

Of course, the various representations of outcomes may be used just aswell with a player physically present at the gaming device or at thecasino.

In some embodiments, the player calls up a number to monitor theprogress of his contract. He may enter a code or password when promptedby a voice response unit (VRU) and thereby access the outcomes from hisparticular contract.

A player may be sent updates on his contract only when certaintriggering conditions are met. For example, a player may only wish forupdates when he wins more than 100 credits on a spin, or when thecontract terminates.

13. Revenue Management

As discussed previously, the pricing of a contract will often take intoaccount the expected amount an insurer must pay to a casino to cover aplayer's losses, or the expected amount that a casino and insurer incombination can expect to pay to compensate the player for his winnings.Pricing of contracts may account for additional factors such as, forexample:

1. Times or dates on which the contract is to be executed.

2. The gaming device on which the contract is to be executed

3. Flexibility in the contract's execution.

4. A player's playing history.

5. The importance of the player as a customer of the casino.

For example, a contract which is to be executed during a period of lowcustomer activity at a casino may be priced at a discount. This isbecause a casino would like to encourage the use of gaming devices thatare otherwise empty. Alternatively, a casino may want to discourage thepurchase of contracts during times of high customer traffic, and socontracts may be higher priced at such times.

If a contract has flexibility as to when it may be executed, then thisallows the casino to execute contracts only during times when gamingdevices would not otherwise be in use. Therefore, such a contract mightbe priced more favorably.

A contract that is executed at an unpopular gaming device, for example,might be priced more favorably for the player so as to encourage the useof that device.

If a player shows signs of nearing the end of his gambling session, acontract might be priced at a discount for that player. For example, aplayer might be slowing his rate of play, indicating boredom. A playermight be lowering his wager size, indicating a decreasing bankroll. Aplayer might simply have been at a gaming device for such a long timethat he would almost necessarily be hungry enough to leave at anymoment. Providing a discount on a contract to such players wouldencourage them to remain gambling for at least the time it takes toexecute the contract.

14. Settlement

In some embodiments, the casino acts as the intermediary in transactionsbetween a player and the insurer. The casino is an intermediary, forexample, when its gaming devices collect a player's payment for acontract, even though that payment is meant to go to the insurer. Thecasino is also an intermediary when it does not collect losses from aplayer, but from an insurer.

Since the casino may engage in many transactions with the insurer, itwould potentially be inefficient for the casino to transfer money to theinsurer, or vice versa, after every transaction. Therefore, the casinoor the insurer may maintain records of how much one owes the other. Thecasino and the insurer may then settle their accounts periodically. Ifthe casino owes the insurer money, then the casino may wire money to theinsurer. If the insurer owes the casino, then the insurer may wiremoney. Of course, many other methods of settlement are possible.

In cases where a contract has resulted in a net win for the player, theplayer must be paid. If the player is at the casino, he may enter into agaming device a password or other identifier of himself or of hiscontract. The gaming device may then access a database in the casinoserver containing the details of the contract, including the amount owedto the player. The gaming device may then payout the amount owed in theform of cash, tokens, paper receipts or vouchers, digital cash, digitalreceipts, etc. The player may also collect his winnings at a casinodesk, perhaps after presenting identification.

If a player is remote from a casino when his contract has finishedexecuting, then the player may be sent his winnings either by theinsurer or the casino. If the insurer provides the winnings, then thecasino may later reimburse the insurer in the amount of the winnings.The winnings may be sent in the form of cash, check, money order, etc.The winnings may be sent by postal mail, by wire transfer, by directdeposit, by email as digital cash, etc.

In some embodiments, the casino may simply keep the player's winnings ina player account at a casino, to be accessed by the player next time hevisits the casino. The winnings may, in the meantime, accumulateinterest. The casino (or insurer) may also alert the player that hiscontract has finished executing and that he has winnings. The player maybe instructed to come to the casino and pick them up.

In some embodiments, the player may have left instructions to take anywinnings from a first contract and purchase a second contract. Thisallows for the notion of a meta-contract. Just as a contract may specifyhow to allocate money for pulls, a meta-contract would describe how toallocate money for contracts. There could then be meta-meta-contracts,and so on.

Numerous variations on the above-described contract embodiments of thepresent invention may be practiced without departing from the spirit andscope of the present invention. For example, a player may be halfwaythrough a contract and have negative 200 accumulated credits. The playermight therefore lose all hope of winning enough to overcome the200-credit deficit, and so lose interest in the contract. Therefore, inone embodiment, a player who is well below a threshold number ofaccumulated credits for winning may play for an altered pay table. Lowpaying outcomes may be eliminated, while the likelihood of achievinghigh paying outcomes may increase. This is because a player with a200-credit deficit probably doesn't care about a win of ten credits, butdoes care about a win of 500 credits. The overall hold percentage of themachine may remain constant. In some embodiments, the alteration of thepay tables is an automatic function of the number of pulls remaining andthe credit deficit of the player. In other embodiments, the player mustrequest an alteration of the pay tables. As an example, a player mayselect an option that says, “Let me play just for the jackpot. Eliminateeverything else and make the jackpot more likely.” The player may or maynot have to pay for an alteration of the pay tables. In a more generalsense, the pay tables may change such that the standard deviation of thepayout for a particular handle pull changes even as hold percentage mayremain constant.

In another embodiment a player might purchase a contract at a casinodesk and receive a token that indicates the type of contract. The playermight then deposit the token into a gaming device. The gaming devicewould then recognize the token and be able to execute the contract.

A player may have the privilege of entering into favorable contractsafter a fixed amount of initial betting. For example, if the playerwagers for an hour, he may be able to enter into a contract where eachpull is at true odds. That is each pull pays back, on average, the sameamount that was put in. Typically the pull pays back less. In yetanother embodiment, a player may receive better odds on contract playwhen he is recommended to the casino by a friend.

In some embodiments, certain results of a pull may terminate a contractearly. For example, if a player hits the jackpot, the contract mayterminate. In other embodiments a player's accumulated credits can bedisplayed to a player as a function of time in the form of a graph. Thegraph may look much like graphs used to plot the price of a stock marketindex as a function of time. In some embodiments, a player wins money orsome other prize if the graph takes on a certain shape. For example, ifthe line of the graph is such that it slips between several sets ofmarkers (much like a skier on a slalom course), then the player may wina large prize.

In some embodiments, a player's winnings on each pull of the contractare reinvested into the contract, whereas in other embodiments they arenot. In one example, a player purchases a contract for $100. The playerinstructs the gaming device to gamble the $100 until it is all gone.However, any winnings are not to be used to gamble, they are to be sentdirectly to the player. In a second example, the player purchases acontract for $100 and instructs the gaming device to gamble the $100until it is gone or until it has become $200. Here, the player elects toreinvest winnings, using the winnings to pay for new handle pulls evenafter $100 worth of handle pulls has been made already.

A contract may reward a player based on any second order data, ormeta-data about one or more outcomes. Examples include rewarding theplayer if three like outcomes occur in a row, if 20 cherries come up in10 sequential spins, if the player's accumulated credits ever reach 100,etc. An example previously mentioned is rewarding a player based on thepattern of a graph of accumulated winnings as a function of time. Aplayer might choose the “meta-outcomes” on which he desires to berewarded, and the gaming device may figure the corresponding odds andthe size of the reward should the meta-outcome occur.

A player may be rewarded with the downside of a sequence of outcomesmuch as buying insurance gives him the upside. For example, a playerpays a fixed sum of money, and collects winnings for every dollar in thenegative the contract finishes at. Thus, if a contract ends with theplayer having minus 20 accumulated credits, then the player collects 20credits.

A contract may apply to a “best 100” sequence of a larger sequence ofpulls. For example, the player pays $100 for a contract of 1000 pulls.From those 1000 pulls, the player gets to choose any 100 consecutiveoutcomes to determine his winnings, and can disregard the rest of theoutcomes. Thus the player can say he wants to use outcomes 506 through605. Perhaps there was a hot streak during that sequence. The player'swinnings are then determined solely based on what happened between pulls506 and 605. This might result in winnings of $200, whereas havingcounted all 1000 pulls would have resulted in a net loss for the player.Of course, the gaming device may automatically choose the most favorablesequence for the player.

A player may choose his favorite outcome and receive higher payouts forthat outcome, special privileges for receiving that outcome (e.g. theability to terminate a contract), etc.

B. Systems and Processes

With reference to FIG. 1, a system 100 according to one embodiment ofthe present invention is shown. In general, the system 100 comprisesmultiple slot machines 102 and a slot network server 106. In oneembodiment, each slot machine 102, which is uniquely identified by amachine identification (ID) number, communicates with the slot networkserver 106 via a slot network 104. The slot network 104 is preferably aconventional local area network controlled by the server 106. It is tobe understood, however, that other arrangements in which the slotmachines 102 communicate with the server 106 are within the scope of thepresent invention.

As will be described in greater detail below, in one embodiment, theslot machine 102 communicates player identifying information to the slotnetwork server 106. The slot network server 106, in turn, verifies theplayer identifying information. The slot machine 102 also calculates aflat rate price based on both player selected and casino determinedprice parameters and displays the flat rate price to the player. Theplayer may then accept the flat rate price and initiate play. In anotherembodiment, the present invention may be practiced without server 106,in an arrangement in which the slot machine 102 calculates the flat rateprice.

With reference to FIG. 2 a, the slot machine 102 will now be describedin greater detail. The slot machine 102 contains a Central ProcessingUnit (CPU) 210, a clock 212, and an operating system 214 (typicallystored in memory as software). The CPU 210 executes instructions of aprogram stored in Read Only Memory (ROM) 216 for playing the slotmachine 102. The Random Access Memory (RAM) 218 temporarily storesinformation passed to it by the CPU 210 during play. Also incommunication with the CPU 210 is a Random Number Generator (RNG) 220.

With respect to gaming operations, the slot machine 102 operates in aconventional manner. The player starts the machine 102 by inserting acoin into coin acceptor 248, or using electronic credit, and pressingthe starting controller 222. Under control of a program stored, forexample in a data storage device 224 or ROM 216, the CPU 210 initiatesthe RNG 220 to generate a number. The CPU 210 looks up the generatedrandom number in a stored probability table 226, which contains a listwhich matches random numbers to corresponding outcomes, and finds theappropriate outcome. Based on the identified outcome, the CPU 210locates the appropriate payout in a stored payout table 228. The CPU 210also directs a reel controller 230 to spin reels 232, 234, 236 and tostop them at a point when they display a combination of symbolscorresponding to the appropriate payout. When the player wins, themachine stores the credits in RAM 218 and displays the current balancein video display area 238. In an alternate embodiment, the slot machine102 dispenses the coins to a payout tray (not shown), and in anotherembodiment, the slot network server 106 stores the player credits.

A hopper controller 240 is connected to a hopper 242 for dispensingcoins. When the player requests to cash out by pushing a cashout button(not shown) on the slot machine 102, the CPU 210 checks the RAM 218 tosee if the player has any credit and, if so, signals the hoppercontroller 240 to release an appropriate number of coins into a payouttray (not shown). A coin acceptor 248 is also coupled to the CPU 210.Each coin received by the coin acceptor 248 is registered by the CPU210.

In alternate embodiments, the slot machine 102 does not include the reelcontroller 230 and reels 232, 234 and 236. Instead, a video display area238 graphically displays representations of objects contained in theselected game, such as graphical reels or playing cards. Theserepresentations are preferably animated to display playing of theselected game.

Also in communication with the CPU 210 is a player tracking device 260.The tracking device 260 comprises a card reader 266 for reading playeridentifying information stored on a player tracking card. As usedherein, the term player identifying information denotes any informationor compilation of information that uniquely identifies a player. In thepresent embodiment, the identifying information is a playeridentification (ID) number. Although not so limited, the player trackingcard of the present embodiment stores the player ID on a magnetic striplocated thereon. Such a magnetic strip and device to read theinformation stored on the magnetic strip are well known.

The player tracking device 260 also includes a display 262 and a playerinterface 264. The player interface 264 may include a keypad and/or atouchscreen display. In operation, as discussed below, the slot machine102 displays a message prompting the player to enter player selectedprice parameters. In the present embodiment, a player may enter theplayer selected price parameters via the player interface 264. Becausethe player interface 264 is part of the tracking device 260, it is,therefore, in communication with the CPU 210. Alternatively, input ofselected price parameters may be accomplished through video display area238 if it is configured with touch screen capabilities.

The slot machine 102 also includes a series of bet buttons 272, 274,276. The bet buttons include “Bet 1 coin” 272, “Bet 2 coins” 274, and“Bet 3 coins” 276. The bet buttons 272, 274, 276 are coupled to the CPU210. Therefore, pressing one transmits a signal to the CPU 210indicating how much a player is wagering on a given play.

The databases stored in the data storage device 224 include aprobability table 226, a calculation table 227, a payout table 228, aflat rate price package database 229, and a flat rate database 246. Asdiscussed in greater detail below, the flat rate database 246 and thecalculation table 227 store information related to the flat rate playsession and calculation of the flat rate price, respectively. The flatrate price package database 229 stores information describing differentpreestablished flat rate packages as custom designed by the casino.

Also connected to the CPU 210 is a slot network interface 250. The slotnetwork interface 250 provides a communication path from the slotmachine 102 to slot network server 106 through the slot network 104.Thus, as discussed in greater detail below, information is communicatedamong the player tracking card, player tracking device 260, slot machine102, and slot network server 106.

With reference to FIG. 2 b, the plan view of slot machine 102, will nowbe described below. FIG. 2 b depicts slot machine 102 displaying playerselected price parameter options on video display area 238. Included inthe displayed parameters is amount wagered per play 712, interval 714,duration of interval 722, and active pay combinations 720. As will bedescribed further below, after the player has selected the desired priceparameters, the slot machine 102 displays a flat rate price 724. Oncethe player has accepted the flat rate price and made the appropriatefunds available, play may commence.

The slot network server 106 will now be described in greater detail withreference to FIG. 3. Like the slot machine 102 of FIG. 2, the slotnetwork server 1106 has a Central Processing Unit (CPU) 310. The CPU310, which has a clock 312 associated therewith, executes instructionsof a program stored in Read Only Memory (ROM) 320. During execution ofthe program instructions, the CPU 310 temporarily stores information inthe Random Access Memory (RAM) 330.

Additionally, the CPU 310 is coupled to a data storage device 340,having a flat rate database 246, transaction processor 342 and a casinoplayer database 344. In general, the transaction processor 342 managesthe contents of the data storage devices 340. As discussed in detailbelow, the casino player database 344 stores information specific toeach player, including player identifying information.

In order to communicate with the slot machines 102, the slot networkserver 106 also includes a communication port 350. The communicationport 350 is coupled to the CPU 310 and a slot machine interface 360.Thus, the CPU 310 can control the communication port 350 to receiveinformation from the data storage device 340 and RAM 330 and transmitthe information to the slot machines 102 and vice versa.

It is to be understood that because the slot machines 102 are incommunication with the slot network server 106, information stored in aslot machine 102 may be stored in the server 106 and vice versa. Thus,for example, in an alternate embodiment, the server 106 rather than theslot machine 102 includes the payout table 228, flat rate database 246,and/or calculation table 227.

The casino player database 344 of the present embodiment, as shown inFIG. 4, includes multiple records having multiple fields of information.Specifically, the casino player database 344 comprises multiple records,each record being associated with a particular player, as identified bya player identification (ID) number. The fields within each recordinclude: player identification (ID) number 410, social security number412, name 414, address 416, telephone number 418, credit card number420, credit balance 422, complimentary information, such as totalaccumulated complimentary points 424, whether the player is a hotelguest 426, player status rating 428, and value of interval remaining430. Having information related to one field, such as player ID 410,allows the slot network server 106 to retrieve all information stored incorresponding fields of that player record.

It is to be understood that not all of these identifying fields arenecessary for operation of the present embodiment For example, the name414, social security number 412, address 416, telephone number 418,credit card number 420, and hotel guest 426 fields are merelyrepresentative of additional information that may be stored and used forother purposes. In one embodiment, credit card number 420 and hotelguest 426 are used for billing purposes and social security number 412is used to generate tax forms when a player wins a jackpot over a givenamount.

Complimentary points awarded 424 is further illustrative of additionalinformation a casino may store in a players record. As described below,a players complimentary points are displayed to the player when a playertracking card is inserted into the slot machine 102. In an alternateembodiment, such points may be used in addition, or as an alternative tothe credit balance 422 stored in RAM 218 of slot machine 102.

The player status rating 428 contains information representative of theparticular player's relative importance to the casino, as based upon thefrequency and duration of the players visits, the amount of moneywagered, and the like.

The value of interval remaining field 430 stores the value of intervalremaining in a flat rate play session when a player terminates the playsession prior to its expiration. This field will be described in greaterdetail below.

The flat rate database 246 will now be described in greater detail withreference to FIG. 5. The flat rate database 246 comprises multiplerecords, each record pertaining to the flat rate play session of aparticular player, as identified by that players ID number.Consequently, one field in flat rate database 246 is the player IDnumber field 510. Other fields include: player selected price parameters512, flat rate price 514, interval remaining 516, time audit data 518,and machine identification (ID) number field 520. The machine ID numberfield 520 contains the machine ID number that uniquely identifies theslot machine 102. It is to be understood that since both the casinoplayer database 244 and the flat rate database 246 include a player IDfield, 410 and 510, respectively, the system 100 can correlate anyplayer information stored in the casino player database 344, with anyplayer information stored in the flat rate database 246.

The payout table 228 will now be described in greater detail withreference to FIG. 6. As shown in FIG. 6, the payout table 228 of thepresent embodiment can be logically represented by five fields ofrelated information. The first field, a pay combination field 610,identifies the set of possible pay combinations for a given slot machine102. Such possible pay combinations include winning pay combinations, orthose in which a payout results, and non-winning pay combinations, inwhich the player receives no payout and consequently loses the amountwagered. Winning pay combinations include, for example, “DOUBLEJACKPOT-DOUBLE JACKPOT-DOUBLE JACKPOT” and “BAR-BAR-BAR.” The paycombinations field 610 also includes a “NON-WINNING OUTCOMES” record, anentry representing the outcomes which result in no payout to the player,such as “PLUM-BELL-ORANGE.”

The payout table 228 also includes three payout fields 620, 630, 640.Such payout fields 620, 630, 640 contain the payout information for eachof the possible pay combinations identified in the pay combinationsfield 610. Each of the payout fields 620, 630, 640 is identified by thenumber of coins wagered on a particular play, as selected via the betbuttons 272, 274, 276. In the present embodiment payout table 228contains a “1 coin” payout field 620, which is accessed when one coin iswagered, a “2 coins' payout field 630, which is accessed when two coinsare wagered, and a “3 coins” payout field 640, which is accessed whenthree coins are wagered. In other words, each field 620, 630, 640corresponds to a bet button 272, 274, 276, respectively. The payoutinformation provides the number of coins won upon the occurrence of aparticular pay combination. Thus, “CHERRY-CHERRY-CHERRY” pays out tencoins when one coin is wagered.

Finally, the payout table 228 of the present embodiment includes a paycombination status field 650. The pay combination status field 650includes an indication for each winning pay combination, identified inthe pay combination field 610, of whether the player is eligible to winthe payout for each outcome. As will be described below, thedetermination of whether a player is eligible to win a payout for agiven outcome is made by the player as part of the player selected priceparameters.

The calculation table 227 will now be described in greater detail withreference to FIG. 7. The calculation table 227 is used by the system 100in determining the flat rate price 724 (field 514 in the flat ratedatabase 246) charged to the player. Specifically, the calculation table227 contains multiple price parameters which are correlated to a flatrate price 724. More specifically, these price parameters include playerselected price parameters and operator selected price parameters. Ingeneral, player selected price parameters include any game relatedvariable that defines the flat rate play session. Furthermore, operatorselected price parameters are parameters which the operator of the slotmachines 102 selects as affecting the flat rate price 724. Thus, in thepresent embodiment, the player selected price parameters in thecalculation table 227 include machine type 710, amount wagered per play712, active pay combinations 720, and length of the flat rate playsession 722. The operator selected price parameters in the calculationtable 227 include player status rating 714, time of day 716, day of theweek 718, and machine usage 719. In the present embodiment the flat rateprice 724 is predetermined based upon the aforementioned priceparameters and stored in the calculation table 227, as will be describedlater in FIGS. 14 and 15.

In an alternate embodiment the flat rate price 724 is calculated basedupon these parameters as needed according to a price algorithm, storedin memory, for calculating a flat rate price. There are any number ofalgorithms that could be used to calculate a flat rate price, and theycan be generally described as calculating an expected value to thecustomer and then adding in a margin for the casino or adjusting theprice to reflect the time of day, value of the customer, etc.

For example, the price algorithm may operate as follows. The first stepis to determine a “base” flat rate price. This may be calculated asfollows:Base Price=[(amount wagered)×(interval)]×[(expected coins awarded forall active pay combinations over a cycle/expected coin-in over acycle)].

For example, the following Base Price calculation represents a playerselecting three dollar coins per handle pull, an interval of fivehundred handle pulls, and the top three pay combinations active. Forthis example we will assume that a complete cycle of the slot machine is10,648 unique outcomes and that the top three pay combinations would pay2,160 coins over that cycle. Note also that the expected coins awardedfor all active pay combinations over a cycle and the expected coin-inover the cycle should both reflect the same number of coins wagered.Essentially, this ratio reflects the expected monetary return to thepayer on a per coin wagered basis. When multiplied by the amount wageredand the number of handle pulls the number reflects the amount of moneythat the player would be expected to receive from the machine over theinterval specified. It should be notes that this amount of money is notnecessarily the number of coins entered by the player but rather is thetheoretical number of coins of play allowed by the flat rate session.Continuing with the calculation: $\begin{matrix}{{{Base}\quad{Price}} = {\left\lbrack {({\$ 3}) \times (500)} \right\rbrack \times \left\lbrack \left( {2\text{,}{160/10}\text{,}648} \right) \right\rbrack}} \\{= {{\$ 1}\text{,}500 \times {.202855}}} \\{= {{\$ 304}{.28}}}\end{matrix}$

Note that if the player were to pay this Base Price he would beessentially getting a fair bet for his money. He would pay $304.28 forthe session and expect (over the long run) to get $304.28 back in prizemoney from the top three active pay combinations. Of course in the shortrun his results could range from receiving no payouts over the intervalto receiving thousands of dollars. Because this base price is a fair betfor the player the casino may want to add in a margin for the house,perhaps by multiplying the base price by a predetermined margin factorsuch as 50%. In this example the Profit Adjusted Price would thus be:$\begin{matrix}{{{Profit}\quad{Adjusted}\quad{Price}} = {{\$ 304}{.28} \times 150\%}} \\{= {{\$ 456}{.42}}}\end{matrix}$

Of course, the casino might want to offer flat rate sessions to playerswithout a casino markup under some circumstances, such as part of apromotional package or to reward a particularly loyal customer. In fact,the casino might even decrease the base price in some circumstances.

The Base Price or (Profit Adjusted Price) could be further modified byvarious other operator selected price parameters, such as one or more ofthe following:

Time of Day (TD)

Times of the day in which the casino traffic tends to be heavy shouldresult in the player paying a premium for the flat rate session, whilequiet times in the casino should offer the player a discount over normalrates. For example: Midnight to 4 am 70% 4 am to 8 am 80% 8 am to 12 pm90% 12 pm to 4 pm 100% 4 pm to 8 pm 120% 8 pm to Midnight 140%Day of Week (DW)

With the heaviest volume of visitors falling on Fridays and Saturdays,these days will necessitate higher flat rate session costs. For example:Monday to Thursday  80% Friday 120% Saturday 140% Sunday 100%Player Status Rating (PSR)

For top customers such as high rollers, the cost of a flat rate sessionmay be reduced as a customer retention tool. For example: 1 (HighRoller)  80% 2 (Good customer)  90% 3 (Average) 100% 4 (Low) 120%Slot Machine Usage (SMU)

When the majority of slot machines in the casino are being used, apremium is applied to the cost of the flat rate play session in order tomore evenly distribute play. For example: Heavy 120% Moderate 100% Light 80%

In another example of calculation of a flat rate price, in addition tothe player selected price parameters discussed above, the followingoperator selected parameters (also discussed above) are incorporatedinto the price: The player is in the casino at 2 a.m. on a Wednesday,there is low slot machine usage, and the player has an average rating.The calculations below reflect these conditions: Base  Price = $304.28$\begin{matrix}{{{Final}\quad{flat}\quad{rate}\quad{price}} = {\left( {{Base}\quad{Price}} \right) \times {TD} \times {DW} \times {PSR} \times {SMU}}} \\{= {{\$ 304}{.28} \times 70\% \times 80\% \times 100\% \times 80\%}} \\{= {{\$ 304}{.28} \times 44.8\%}} \\{= {{\$ 136}{.32}}}\end{matrix}$

The casino may round up this price to $137 to avoid the need for smallchange. In the above calculations, the casino might also incorporatefloors or minimum prices which prevent the Base Price from going below alevel that would be profitable for the house, regardless of the numberof positive criterion that were applied to the base price.

Those of ordinary skill in the art will appreciate that modificationscould be made to the exemplary formula to reflect different kinds offlat rate sessions. For a session with an interval of one hour (insteadof a fixed number of handle pulls) the formula might reflect an expectednumber of handle pulls per hour for that particular game, perhaps evenadjusted to reflect the type of player purchasing the flat rate session.For example, an experienced video poker player might be expected toreach seven hundred hands per hour while a beginner might only beexpected to reach three hundred hands per hour.

As will also be understood by those skilled in the art, the ultimategoal of many slot machine players is to hit a jackpot payout. Theenjoyment of the play, as well as the ability to maximize the chance ofhitting a large jackpot, is increased by more play. Play can beincreased both by playing longer, and by playing faster. As will beappreciated from a consideration of the process described below, thepresent invention permits both increased duration, by providing for playat discounted prices, and speed of play, by providing for minimal timedelays between plays.

The flat rate price package database 229 will now be described ingreater detail with reference to FIG. 14. The flat rate price packagedatabase 229 is used by the system 100 in providing the player withdifferent price package options for flat rate play of a slot machine.Specifically, the flat rate price package database 229 contains multiplecombinations, or packages 1410, of price parameters which correspond topre-established flat rate prices. More specifically, these priceparameters include but are not limited to, interval 1412, duration offlat rate play 1414, amount wagered per play 1416, and pay combinationstatus 1418. Each combination of price parameters has corresponding flatrate play session prices 1420. As will be described later in FIG. 15,the flat rate price package database 229 is accessed when the playerdetermines he wishes to initiate a flat rate play session. Rather thanlet the player choose the price parameters, the slot machine lists thedifferent packages stored in the flat rate price package database 229.The player then chooses the package he likes the most and playcommences.

Having thus described the components of the present embodiment, theoperation of the system 100 will now be described in greater detail withreference to FIGS. 8-11, and continuing reference to FIGS. 1-7. It is tobe understood that the programs stored in ROM 320 of the slot networkserver 106 and ROM 216 of the slot machine 102 provide the functiondescribed below.

Turning first to FIGS. 8A and 8B, the general operation of the system100 will be described. As shown in step 810, the slot machine playerfirst inserts the player tracking card into the card reader 266. Thecard reader 266 then proceeds to read player identifying informationfrom the tracking card. The player identifying information, namely theplayer ID number, is communicated from the slot machine 102 to the slotserver 106 in step 812.

Upon receiving the player identifying information, the slot networkserver 106 verifies the information in step 814. Such verificationincludes the slot network server 106 searching the casino playerdatabase 344 for a record containing the received player ID number inthe appropriate field 410. Once the slot network server 106 verifies theplayer identifying information, the server 106 transmits a signal to theslot machine 102 acknowledging such verification in step 816. Inalternate embodiments, other information, such as the player's name 414,complimentary point total 424, and player status rating 428 aretransmitted to the slot machine 102 for display.

In step 818, the player selects flat rate play via the player interface264. The CPU 210 of slot machine 102, in step 820, then receives asignal from the player interface 264, indicating that the player hasselected flat rate play. For example, there could be a buttonspecifically for triggering a flat rate play session. The CPU 210, inresponse, accesses memory to retrieve player selectable priceparameters. Player selectable price parameters are the choices availableto a player for entering the player selected price parameters. Theseplayer selectable price parameters are controlled by a program stored inROM 216. Such player selectable price parameters, in the presentembodiment include the amount wagered per play, (e.g., one, two, orthree coins), the length of the flat rate play session, and possiblejackpot structures, such as having only the “DOUBLE JACKPOT” and “5 BAR”jackpots active (as illustrated in the payout table 228 of FIG. 6). Inan alternate embodiment, the player selectable price parameters arestored as part of the calculation table 227.

Then, as shown in step 822, the slot machine 102 displays the playerselectable price parameters to the player. For example, the parameterscould be listed on the video display area 238 for the player, asdescribed previously in FIG. 2 b. Once the parameters appear, the playersimply selects his desired settings. Alternatively, the player mayaccept one or more default settings. Once the player selectable priceparameters are displayed on the display 238, the player proceeds, instep 824, to enter player selected price parameters via the playerinterface 264. The player selected price parameters also include datawhich, although not directly inputted by the player, is selected by theplayer and identified by the slot machine 102. In the presentembodiment, such additional player selected price parameters includetype of machine, time of day, and day of the week.

It is to be understood that the casino operator of the slot machines 102may define the scope of the player selectable price parameters, andtherefore limit the player selected price parameters in any manner. Forexample, the length of flat rate play may be limited to periods above aminimum time or to periods that are multiples of thirty minuteintervals. The jackpot structure may require that some jackpots remainactive.

Referring now to FIG. 8B, the slot machine 102 CPU 210 receives theplayer selected price parameters in step 826. Having received the playerselected parameters, the CPU 210 then stores the player selected priceparameters, the player identifying information, and the slot machine'smachine ID number in a record in the flat rate database 246.Specifically, the player ID number is stored in field 510, the machineID number is stored in field 520, and the player selected priceparameters are stored in field 512. Although the player selected priceparameters are illustrated as being stored in a single field (512), itis to be understood that each player selected price parameter may bestored in a separate field. It is also to be understood that inalternate embodiments the player selected price parameters need not bestored in a database, but could be stored in RAM 218.

The slot machine 102 CPU 210 uses the player selected price parametersto determine the flat rate prices. Specifically, in step 828, the CPU210 accesses the calculation table 227 and searches for the flat rateprice 724 corresponding to the received player selected price parameters512, which, in the present embodiment, include machine type 710, amountwagered per play 712, time of day 716, day of the week 718, activejackpots 720, and the length of the flat rate play session 722. The CPU210 also incorporates operator selected price parameters for the flatrate price 724 such as player status rating 714 and machine availability719. As will be appreciated by one skilled in the art, the player statusrating 714 is received from the casino player database 344 at any timeprior to determination of the flat rate price 724. Thus, in a preferredembodiment, the slot network server 106 transmits the player statusrating 428 to the slot machine 102 along with the verification signal instep 816.

By including the player status rating 714 in the calculation table 277,a casino may reward frequent players who wager relatively large amountsof money with a lower flat rate price 724. Thus, the system 100 rewardsand encourages frequent play. By including active jackpots 720 in thecalculation table 348, the system 100 allows a casino to discount theflat rate price 724 for those players who choose to enable relativelyfew winning outcomes in the payout table 228. Furthermore, by includingthe price parameters relating to time of day and day of the week in thecalculation table 227, a casino may charge a lower flat rate price 724for sessions during weekday afternoons or between 2:00 a.m. and 8:00a.m. in the mornings, thereby encouraging play of the slot machines 102when they are typically idle.

It is to be understood that the aforementioned price parameters in thecalculation table 227 are merely representative of the type of variablesthat may be considered in determining a flat rate price. Thus, it iswithin the scope of the present invention to include only some of theprice parameters, all of the parameters, or additional parameters in thecalculation table 227.

As mentioned above, the flat rate price may be based partly upon theavailability of slot machines 102. In such an embodiment, the server 106tracks whether each slot machine 102 is being used by noting whetheroutcomes are currently being received from a given slot machine 102. Inanother embodiment, the server 106 tracks slot machine availability bytabulating the number of slot machines 102 for which flat rate play iscurrently enabled. In yet another embodiment, the server 106 tracks slotmachine availability by identifying how many slot machines 102 have aplayer tracking card inserted therein.

Another price parameter which may be used is predicted or forecastedslot machine availability. Specifically, such a parameter accounts foranticipated availability of slot machines 102 based upon events at thecasino. For example, the calculation table 227 correlates a lower flatrate price 724 to the time of day 716 corresponding to an event, such asa show which many casino players attend. On the other hand, thecalculation table 227 correlates a higher flat rate price to the time ofday 716 corresponding to the end of the event or heavier casino traffic.This enables a casino to effectively revenue manage their slot machineswithout resorting to a change in hold percentage which requiresregulatory approval.

It is to be understood that accounting for slot machine availabilityneed not be accomplished in the calculation table 227. Rather, in analternate embodiment, a schedule of events is stored in RAM 218 which isaccessed prior to transmitting the flat rate price 724 to the player. Ifthe event schedule indicates that an event is ending during therequested flat rate play session, then the flat rate price 724 will beincremented accordingly.

In another embodiment, the flat rate price is based only on operatorselected price parameters. A slot machine 102 according to such anembodiment could, for example, provide discounted flat rate playsessions based on player status rating, thereby offering one hundredplays for the price of 90 or discounted timed sessions. To encouragerepeat, high stakes play, higher player status ratings result in greaterdiscounts.

Having determined the flat rate price 724, the slot machine 102, in step830, displays the duration of the flat rate play session 722 and theflat rate price 724 and requests approval from the player. Once theplayer accepts the terms of the flat rate play session, fat rate playcommences.

If the player does not approve the flat rate price 724, then the playerindicates so via the player interface 264. As indicated by path A inFIGS. 8A and 8B, the slot machine 102 repeats its operation from step822. On the other hand, if the player approves the flat rate price 724,the player indicates such approval via the player interface 264 in step832. Following such approval, the slot machine 102 prompts the player toenter an appropriate amount of money in step 834. In the presentembodiment, the player deposits coins into the coin acceptor 248. In oneembodiment, the player deposits a casino token as payment for the flatrate session. Such tokens may be denominated in dollars, or represent anumber of handle pulls. A casino could thus sell a fifty handle pulltoken, usable on a particular denomination and/or type of machine. Sucha token may additionally serve to activate the flat rate session,eliminating the need for the player to select flat rate play via playerinterface 264. Alternatively, the player's credit balance 422 may bedebited to pay for the flat rate play session.

In some embodiments a casino token may be associated with a particularset of pay combinations which are to be active during a flat rate playsession activated via the token. In yet other embodiments a casino tokenmay be associated with (i) a specified duration of time, (ii) aspecified number of handle pulls or outcomes, (iii) a specified numberof winning handle pulls or outcomes, and/or (iv) a flat rate pricepackage as, for example, described with reference to the flat rate pricepackage database 299 of FIG. 14. A gaming device may identify such atoken and enter the appropriate flat rate play session by, for example,the size and/or weight of the token or by reading or receivinginformation from the token (e.g., via a computer chip embedded in thetoken or special markings on the token). Such a casino token may be, forexample, purchased by a person and given to another person as a gift.The recipient may subsequently use the token by inserting it into anappropriate gaming device and essentially playing for “free” (since theperson that gave the gift had prepaid for the token) for a specifiedduration.

Once the CPU 210 registers the receipt of money, the CPU 210reconfigures the slot machine 201 for the flat rate play session in step836. Specifically, the CPU 210 generates a signal, or a flag in memory,indicating that there is no need to accept the coins between plays. CPU210 further sets the active field 650 in the payout table 228 accordingto the jackpot structure entered by the player.

The operation of the slot machine 102 during the flat rate play sessionwill now be described with reference to FIG. 9 and continuing referenceto FIGS. 1-7. During the flat rate play session, a slot machine 102operates generally as described above with reference to FIG. 2. However,the slot machine 102 is reconfigured to operate according to the playerselected price parameters, if such parameters affect play, and tooperate continuously, without requiring payment between each play.Specifically, the flat rate play session begins when the player pressesthe starting controller 222 in step 910. The CPU 210 also initiates acountdown of the length of the flat rate play session as stored in theplayer selected parameters field 512 of the flat rate database 246. Withthe start of the session, the CPU 210 stores the start time of the flatrate play session in the flat rate database 246. Specifically, the starttime is stored in the time audit data field 520 in step 912. In step914, the CPU 210 begins to count down the duration of the flat rate playsession. Next, in step 916, the slot machine 102 generates an outcomeand accesses payout table 228 to determine the appropriate correspondingnumber of coins to be paid out.

Furthermore, in step 918, after each outcome is generated, the slotmachine 102 determines whether the countdown of the interval remaining516 has reached zero. It is to be understood that the countdown may beimplemented in either software or hardware. Additionally, it isunderstood that the countdown process discussed herein may be replacedwith any suitable means for tracking the duration of the flat rate playsession. Interval remaining 516 may also represent the number of handlepulls remaining.

In the event that the countdown has not reached zero, the player pressesthe starting controller 222 in step 920, thereby initiating another playof the slot machine 102. In the event that the countdown has reachedzero, the CPU 210 generates a signal indicating that the flat rate playsession has concluded. The slot machine 102 displays a messageindicating this to the player and, in step 922, stores the end time ofthe session in the time audit data field 518 of the flat rate database.

In an alternate embodiment, the player selected price parameters includethe time between plays.” In this embodiment, the CPU 210 of slot machine102 controls the time between generating outcomes of successive plays inthe slot machine 102 to equal the received “time between plays” playerselected price parameter. In another alternate embodiment, the slotmachine 102 tracks the number of plays during the flat rate playsession. If the number of plays exceeds a predetermined limit, the slotmachine 102 automatically terminates the flat rate play session,regardless of the duration of the flat rate play session.

Turning now to FIG. 10, the operation of the system 100 when the playerterminates the flat rate play session prior to the expiration of thesession will be described. In step 1010, the player indicates a desireto terminate the flat rate play session via the player interface 264.Consequently, the slot machine 102 CPU 210 receives a termination signaland, in step 1012, displays a message to the player, asking the playerto verify termination of the flat rate play session. If the player doesnot verify termination, then the session continues as described abovewith reference to FIG. 9. On the other hand, if the player verifiestermination, shown as step 1014, the CPU 210 proceeds to store the stoptime in the time audit data field 518 of the flat rate database 246 instep 1016.

It is to be understood that having both the start time and the stop timeof the flat rate play sessions stored in the flat rate database 246allows the casino to perform an audit of the session. Specifically,should a player allege that the flat rate play session was shorter thanthat which was paid for, the casino may access the flat rate database246 and retrieve the actual start and stop time from the time audit datafield 520. In the present embodiment, this time includes an indicationof the day, hour, and minute of the play session.

Next, in step 1018, CPU 210 determines the value of the intervalremaining in the flat rate play session and transmits the value to theserver 106. In order to determine the value of the interval remaining,the CPU 210 accesses the calculation table 227. The value of intervalremaining will equal the flat rate price 724 corresponding to the priceparameters (i.e., the machine type 710, amount wagered per play 712,player status rating 714, time of day 716, etc.) used to determine theoriginal flat rate price charged to the player. When determining thevalue of the interval remaining, however, the value in the length offlat rate play session field 722 is not the original length of thesession, but rather is equal to the actual interval remaining in theflat rate play session. Stated succinctly, the slot machine 102identifies the flat rate price 724 corresponding to the actual intervalremaining in the flat rate play session.

Once the value of interval remaining is determined, the slot machine 102transmits the value to the slot network server 106. Upon receiving thevalue of interval remaining, the server 106 stores the value in field430 of the casino player database 344 in the players record, asidentified by the player ID number 410. Storing the value is shown asstep 1020. Finally, in step 1022, the player removes the player trackingcard.

The process of resuming play at another slot machine 102 will now bedescribed with reference to FIGS. 11A and 11B. The initial operation ofthe system 100, as indicated by steps 1110-1128, proceeds generally asdescribed above with reference to steps 810-828 of FIGS. 8A and 8B.

However, once the CPU 210 of slot machine 102 determines a new flat rateprice based on the relevant price parameters, the CPU 210 determineswhether the player must deposit additional funds.

Specifically, in step 1130, the CPU 210 compares the new flat rate price724 with the value of interval remaining 430. The server 106 transmitsthe value of interval remaining 430, as stored in the casino playerdatabase 344, to the slot machine 102 in step 1116 so that thecomparison may be performed. As indicated by step 1132, the comparisoninvolves determining whether the new flat rate price 724 is higher thanthe value of interval remaining 430.

If the new price 724 is not higher than the value of interval remaining430, then, in step 1134, the slot machine allows the player to play theflat rate session at no cost. However, if the new flat rate price 724 ishigher than the value of interval remaining 430, then, in step 1136, theCPU 210 assigns the difference in the two values as the new flat rateprice. Thus, in step 1138, the CPU 210 displays the new flat rate priceon the video display area 238 of the slot machine 102. Thereafter,operation of the system continues as described above with reference tosteps 832-836 of FIG. 8B.

In an alternate embodiment, when a player terminates the flat ratesession early, the value of the interval remaining is added to theplayer's credit balance, as stored in field 422 of the casino playerdatabase 344.

It is to be understood that an embodiment of the present invention neednot include both a slot machine and slot network server. For example, anembodiment employing only a slot machine 102 is within the scope of thepresent invention. Such an embodiment will now be described withreference to FIGS. 12A, 12B, and 13, and continuing reference to FIGS.2, 5, and 7. Such an embodiment utilizes the slot machine 102 of FIG. 2.

Initially, the player selects flat rate play on the slot machine 102 instep 1210. Once the player selects flat rate play, the flat rate playsignal is transmitted from the player interface 264 to the CPU 210 instep 1212. The CPU 210 then proceeds, in step 1214, to retrieve theplayer options for selectable price parameters. Then, in step 1216, theCPU 210 transmits the player selectable price parameter options to thevideo display area 238 for viewing.

Once the player selectable price parameter options have been displayedto the player, the player inputs the player selected price parametersthrough the player interface 264. Then, in step 1220, the CPU 210receives the player selected price parameters from the player interface264.

Once the CPU 210 receives the player selected price parameters, the CPU210 reconfigures the slot machine 102. Specifically, the CPU 210generates a signal, or a flag in memory, indicating that there is noneed to accept the coins between plays. CPU 210 further sets the paycombination status field 650 in the payout table 228 according to thejackpot structure entered by the player. In an alternate embodiment inwhich the player selectable price parameters include the time betweenthe handle pulls, the CPU 210 sets an internal timer.

Furthermore, once the slot machine 102 CPU 210 receives the playerselected price parameters, it proceeds to access the calculation table227. By accessing the calculation table 227, the CPU 210 retrieves theflat rate price for the flat rate play session. Retrieving the flat rateprice is shown as step 1224. Once the CPU 210 retrieves the flat rateprice, it proceeds to transmit the price, the length of the flat rateplay session, and payment instructions to the video display area 238 forplayer viewing in step 1226.

In step 1228, the player reads the data and instructions on the videodisplay area 238 and inserts money into the coin acceptor 248 or a billacceptor (not shown) in order to initiate play of the slot machine 102.In an alternate embodiment, the player enters a stored value card suchas a “smart card” into the card reader 266. Such a smart card has theplayers credit balance stored thereon. Payment using a smart cardfurther entails the CPU 210 debiting the player's balance on the smartcard by the amount of the flat rate price. Further, the player may entera credit card into the card reader 266.

In step 1230, the CPU 210 generates a confirmed payment messageindicating that the player has deposited sufficient funds to cover theflat rate price. Consequently, the CPU 210, in step 1232, sends thecurrent time to both the video display area 238 and the time audit field518 of flat rate database 246. Next, in step 1234, the CPU 210 initiatesthe countdown of the interval remaining in the flat rate play session asstored in field 516. The length of the flat rate play session receivedfrom the player is initially stored in field 516. The slot machine 102decrements, or counts down, this value as the flat rate play sessionbegins.

As shown in step 1236, the flat rate play session continues inaccordance with the player selected price parameters, if such parametersaffect play, in step 1236. During such play, the CPU 210 stores andupdates the players accumulated credits in RAM 218. In an alternateembodiment, the slot machine pays out jackpots as they occur. Finally,in step 1238, the CPU 210 terminates the flat rate play session when thecountdown ends.

In an alternate embodiment, the interval of the flat rate play sessionis not a time period, but rather is a maximum number of plays. In suchan embodiment the slot machine 102 stores the number of plays in theflat rate database 246, as described previously in FIG. 9, and, in step916, increments a counter for each outcome generated. The counter may beimplemented in either software or hardware. Furthermore, in step 918,the slot machine 102 compares the number of plays stored in the flatrate database 246 to the value of the counter. If the value of thecounter equals the stored number of plays, then the flat rate playsession is terminated.

Turning now to FIG. 13, the process of receiving a payout from thepresent embodiment will be described. As shown as step 1310, the flatrate play session ends upon the termination of the countdown.Specifically, as shown in step 1312, the slot machine 102 CPU 210terminates the flat rate play session by reconfiguring the slot machine102 to its default values. For example, the CPU 210 resets the paycombination status field 650 in the payout table 228 to reflect theoriginal jackpot structure. The CPU 210 also generates a signalindicating that coins must be received for each play. In short, theplayer selected price parameters are no longer in effect.

In step 1314, the CPU 210 checks the total credits accumulated, asstored in the RAM 218, and transmits a payout command to the hoppercontroller 240. Consequently, in step 1316, the slot machine 102 paysout the total number of credits to the player.

An alternate embodiment of the present invention will now be describedwith reference to FIG. 15. The operation of slot machine 102, asindicated by steps 1510-1524 below, proceeds generally as described withreference to FIG. 14. In this embodiment, the player selects from a listof casino determined price packages, rather than choosing individualprice parameters. Each price package, as stored in the flat rate pricepackage database 229 described above, is a combination of differentprice parameters which correspond to a flat rate play session price.

In step 1510, the player presses a “flat rate play” button on the slotmachine 102. The slot machine 102 CPU 210 receives flat rate play signalfrom the player interface 264 in step 1512. In this case, the playerinterface is an actual “flat rate play” button located on the outside ofthe slot machine 102. Next, in step 1514, the CPU 210 access flat rateprice package database 229 from data storage device 224. The CPU 210then displays the player selectable price packages on video display area238 in step 1516. It is to be understood that the CPU 210 need notdisplay the packages on the video display area 238, as those packageoptions could be displayed elsewhere on the body of the slot machine102. Alternatively, player interface 264 could incorporate several ‘flatrate play’ buttons, each representing a different flat rate pricepackage.

Next, in step 1518, the player selects the desired price package via theplayer interface 264. Having already seen what the price of the selectedpackage is, the player then deposits the appropriate amount of moneyinto coin acceptor 248 in step 1520. For example, the player may havechosen price package four which costs fifty dollars. In return for fiftydollars deposited into the slot machine, the player receives two hundredand fifty handle pulls, with three coins wagered per pull, and with thetop three jackpots active in his flat rate play session. Theseparameters are specified in the flat rate price package database 229.

In step 1522, the CPU 210 receives an indication of payment from thecoin acceptor 248 and reconfigures the parameters of slot machine 102 tomeet the specifications of the flat rate price package selected by theplayer. Finally, in step 1524, flat rate play begins.

It is noted that the flat rate price package database 229 could belocated at the slot network server 106 and not at each individual slotmachine 102. When it is located at the server, certain casino oroperator selected parameters could be used to determine the price. Forexample, there could be different flat rate price packages for differenttimes during the day which are based on projected or actual casinotraffic and/or slot machine usage.

As will be appreciated by one of ordinary skill in the art, the key stepin getting players to wager money on gaming devices, such as slotmachines, is to bring the players to the casino floor. One way in whichcasinos can bring additional players to the casino floor, and therebyincrease total revenues, is by giving away free samples or rewards witha minimum displacement of traditional pay-per-play players. The presentinvention may be employed for such a purpose.

In one embodiment, for example, the casino could declare a free-playperiod. During the free-play period, likely chosen by the casino tocorrespond to down time, when most gaming devices are idle, playersinsert their player tracking cards into the gaming devices and initiateplay without being charged. Specifically, the casino programs thecalculation table 227 so that the flat rate price 724 is zero for agiven time of day 716 and day of the week 718. It is anticipated thatduring such a free-play period, the casino will alter the jackpotstructure, causing only a selected jackpot to be active. Thus, the lureof free jackpots will bring additional players to the casino floor whowill likely continue playing after the free-play period ends. A furtherbenefit of this embodiment is that it would encourage players to becomeslot club members. This would result in an increase of players whoreturn to the casino and the customer base which the casino markets tothrough mailings.

It is also to be understood that play of the slot machines during thefree-play period need not occur as described above. Thus, in analternate embodiment, the reels 232, 234, 236 of the slot machines 102continuously spin, regardless of whether a player has inserted atracking card, with the server 106 periodically signaling a jackpot on arandom machine. Only when a player has inserted a player tracking cardis the jackpot awarded. The server 106 randomly selects a machine IDnumber and, if the machine 102 is not being played by a pay-per-playplayer, the server 106 transmits a signal to that slot machine 102directing it to produce a winning outcome.

In an alternate embodiment that achieves substantially the same resultof attracting additional players to the floor during down times, thecasino issues guests a player tracking card or a smart card having apredetermined free credit balance associated therewith. The casino couldthen restrict the day and time in which the players could use the freecard in a flat rate play session. In another embodiment, the cardsprovided to guests contain an indication of time, rather than money, foruse during a flat rate play session.

Although the foregoing embodiments employ static jackpot structure,which stay the same throughout the flat rate play session, it is withinthe scope of the present invention to employ dynamic jackpot structures,which change during the flat rate play session. In one such embodiment,the dynamic jackpot structure starts with a given number of activejackpots, as indicated in the pay combination status field 650 of thepayout table 228. As the flat rate play session progresses, the numberof active jackpots changes. Specifically, as the interval remaining inthe flat rate play session decreases, fewer pay combinations are madeactive. In other words, the slot machine 102 CPU 210 monitors the timeand, every fifteen minutes, for example, causes the pay combinationstatus field 650 to change from “active” to “Inactive” for a given paycombination 610. Alternatively, the CPU 210 changes the pay combinationstatus field 650 after a predetermined number of plays. In a furthervariation of this embodiment, individual jackpots may be decreasedinstead of or in addition to being eliminated (e.g., the jackpot for aparticular outcome may decrease from 10 coins to 8 coins as the playsession progresses).

As will be appreciated by those skilled in the art, a dynamic jackpotstructure based on the time progression of the flat rate play sessioncan increase the revenue generated by the slot machines 102.Specifically, such a dynamic jackpot structure could be used with a flatrate play session whose duration is not a fixed time, but rather a givennumber of plays. Because fewer jackpots will be active as timeprogresses, players have an incentive to use their fixed number of playswithin a short time period. Stated succinctly, the present inventionincreases speed of play.

In another embodiment, the jackpot structure is dynamic based not on theprogression of the flat rate play session, but rather on the outcomesgenerated by the slot machine 102. One such embodiment involves changinga particular jackpot from “active” to “inactive” upon a player hittingthe outcome corresponding to that pay combination. For example, a playermay begin the flat rate play session with all jackpots active. On oneplay, the slot machine 102 generates a CHERRY-CHERRY-CHERRY outcome 610.Upon accessing the payout table 228, the CPU 210 determines that tencoins are to be paid out, credits the player's accumulated creditsaccordingly, and causes the pay combination status field 650corresponding to the “CHERRY-CHERRY-CHERRY” outcome 610 to change fromactive” to “inactive”. Thus, a player can only hit a given jackpot once.As will be appreciated by those skilled in the art, such a dynamicjackpot structure will allow slot machine operators to further discountthe flat rate price to attract additional players. Furthermore, it isanticipated that players will be willing to forego hitting the samejackpot multiple times because their focus is typically on hitting thehighest jackpot once.

These and other dynamic jackpot structures may be implemented as eithera player selected price parameter or an operator selected priceparameter. When implemented as a player selected price parameter, thedynamic jackpot structure is displayed to the player as a playerselectable price parameter option. The player, in turn, selects it viathe player interface 264. When implemented as an operator selected priceparameter, the dynamic jackpot structure is displayed for player viewingprior to player approval of the flat rate price. Whether the priceparameters are selected by the player or the casino operator, thedynamic jackpot structure affects the flat rate price generally asdescribed above, namely, as a field in the calculation table 227 or as avariable in the price algorithm.

In some embodiments of the present invention, an individual may purchasea flat rate play session as a gift for another person. For example, anindividual may purchase one of the available flat rate price packages ofFIG. 14. In such an embodiment the individual purchasing a flat rateplay session may be provided with a flat rate play session identifier,which the purchase in turn provides to the gift recipient. The flat rateplay session identifier may be stored by the casino in association withthe price parameters defining the flat rate play session. Thus, when thegift recipient inserts the flat rate play session identifier into agaming device, the gaming device may communicate with the casino serverto determine the parameters of the flat rate play session and set itselfto such parameters. A flat rate play session identifier may be providedon, for example, a gift card that is magnetically or optically encodedwith the flat rate play session identifier such that it may be read by agaming device.

Referring again to the figures, FIG. 16 is a schematic representation ofan embodiment of a system configured to carry out the contractembodiments described herein. The system 1600 comprises a casino server1605 in communication with insurer device 1610, a gaming device 1615,and a player device 1620. As used herein, a device (including the casinoserver 1605, the insurer device 1610, the gaming device 1615 and/or theplayer device 1620) may communicate, for example, through acommunication network such as a Local Area Network (LAN), a Wide AreaNetwork (WAN), a Metropolitan Area Network (MAN), a Public SwitchedTelephone Network (PSTN), a proprietary network, a Wireless AccessProtocol (WAP) network, or an Internet Protocol (IP) network such as theInternet, an intranet or an extranet. Moreover, as used herein, acommunication network includes those enabled by wired or wirelesstechnology.

It should be understood that any number of gaming devices and any numberof player devices can be used in system 1600. Although system 1600includes both a casino server 1605 and an insurer device 1610 asillustrated, one or the other of these elements may be omitted (forexample, the insurer device may be omitted in embodiments that do notinclude an insurer or where the casino acts as the insurer). Similarly,although system 1600 includes both a gaming device 1615 and a playerdevice 1620 as illustrated, one or more of these embodiments may beomitted (for example, the player device may be omitted if the casino hasnot implemented remote gaming). Further, some or all of thefunctionality of a casino server 1605 may be carried out by insurerdevice 1610 and vice versa. Similarly, some or all of the functionalityof casino server 1605 and/or insurer device 1610 may be carried out bygaming device 1615 and vice versa. In one embodiment, the casino server1605 comprises one or more computers that are connected to a remotedatabase server.

Turning now to FIG. 17, therein depicted is schematic illustration of acasino server 1605. Casino server 1605 is an illustration of anembodiment of the casino server of the same number in FIG. 16. Casinoserver 1605 comprises a processor 1705 in communication with acommunications port 1710 and storage device 1715. Contained in storagedevice 1715 is a program 1720, a player database 1725, a gaming devicedatabase 1725, and a contracts database 1730. Each of these databaseswill be described in detail below. The processor 1705 performsinstructions of the program 1720, and thereby operates in accordancewith the present invention. The program 1720 may be stored in acompressed, uncompiled and/or encrypted format. The program 1720furthermore includes program elements that may be necessary, such as anoperating system, a database management system, and “device drivers”used by the processor 210 to interface with peripheral devices.Appropriate program elements are known to those skilled in the art.

Note that the processor 1705 and the storage device 1715 may be, forexample, located entirely within a single computer or other computingdevice or located in separate devices coupled through a communicationchannel.

Turning now to FIG. 18, therein depicted is a schematic illustration ofan insurer device 1610. Insurer device 1610 is an illustration of anembodiment of the insurer device 1610 of the same number in FIG. 16.Insurer device comprises a processor 1805 in communication with acommunications port 1810 and a storage device 1815. Storage device 1815stores a program 1820. The processor 1805 performs instructions of theprogram 1820, and thereby operates in accordance with the presentinvention. The program 1820 may be stored in a compressed, uncompiledand/or encrypted format. The program 1820 furthermore includes programelements that may be necessary, such as an operating system, a databasemanagement system, and “device drivers” used by the processor 1805 tointerface with peripheral devices. Appropriate program elements areknown to those skilled in the art. Note that the processor 1805 and thestorage device 1815 may be, for example, located entirely within asingle computer or other computing device or located in separate devicescoupled through a communication channel.

Turning now to FIG. 19, therein depicted is a schematic illustration ofa gaming device 1615. Gaming device 1615 is an illustration of anembodiment of the gaming device of the same number depicted in FIG. 16.Gaming device 1615 comprises a processor 1905 in communication with acommunications port 1910, an input device 1915, an output device 1920,and a storage device 1925. Storage device 1925 stores a program 1930.The processor 1905 performs instructions of the program 1930, andthereby operates in accordance with the present invention. The program1930 may be stored in a compressed, uncompiled and/or encrypted format.The program 1930 furthermore includes program elements that may benecessary, such as an operating system, a database management system,and “device drivers” used by the processor 1905 to interface withperipheral devices. Appropriate program elements are known to thoseskilled in the art.

Note that the processor 1905 and the storage device 1925 may be, forexample, located entirely within a single computer or other computingdevice or located in separate devices coupled through a communicationchannel.

Input device 1915 may comprise, for example, a player slot cardinterface, a keypad, a touch-screen, a microphone and/or any otherdevice which allows a player to input information into gaming device1615. Output device 1920 may comprise, for example, a display area, amicrophone, and/or any other device that allows gaming device 1615 tooutput information to a player. Gaming device 1615 may comprise, forexample, a slot machine, video poker machine, video keno machine, avideo bingo machine, a video lottery terminal, a video pachinko machine,or a video blackjack machine. A combination of these types of machinesmay be used in embodiments where casino server 1605 is in communicationwith more than one gaming device 1615.

Turning now to FIG. 20, therein depicted is a schematic illustration ofa player device 1620. Player device 1620 is an illustration of anembodiment of the player device of the same number depicted in FIG. 16.Player device 1620 may be, for example, a personal computer (PC),laptop, personal digital assistant, a cellular telephone, a pager,and/or any other device that allows a player to remotely monitor andparticipate in play of a gaming device in accordance with the presentinvention. Player device 1620 comprises a processor 2005 incommunication with a communications port 2010 and a storage device 2015.Storage device 2015 stores a program 2020. The processor 2005 performsinstructions of the program 2020, and thereby operates in accordancewith the present invention. The program 2020 may be stored in acompressed, uncompiled and/or encrypted format. The program 2020furthermore includes program elements that may be necessary, such as anoperating system, a database management system, and “device drivers”used by the processor 2005 to interface with peripheral devices.Appropriate program elements are known to those skilled in the art. Notethat the processor 2005 and the storage device 2015 may be, for example,located entirely within a single computer or other computing device orlocated in separate devices coupled through a communication channel.

It should be noted that any and all of the processors 1705, 1805, 1905,and 2005 may comprise one or more microprocessors such as one or moreINTEL® Pentium® processors. Further, any and all of the storage devices1720, 1815, 1925, and 2015 may comprise any appropriate storage device,including combinations of magnetic storage devices (e.g., magnetic tapeand hard disk drives), optical storage devices and semiconductor memorydevices, such as Random Access Memory (RAM) devices and Read Only Memory(ROM) devices.

Examples of databases that may be used in connection with the system1600 will now be described in detail with respect to FIGS. 21 through23. Each figure depicts a database in which the data is organizedaccording to a data structure in accordance with embodiments of thepresent invention. The data may be stored, for example, on a computerreadable medium and be accessible by a program executed on a dataprocessing system. The schematic illustrations and accompanyingdescriptions of the databases presented herein are exemplary, and anynumber of other database arrangements could be employed besides thosesuggested by the figures.

Referring to FIG. 21, a table represents one embodiment of the playerdatabase 1720 that may be stored at the casino server 1605 shown in FIG.16 according to an embodiment of the present invention. The tableincludes entries identifying players that may be participating incontracts for flat rate play sessions with system 1600. The table alsodefines fields 2105, 2110, 2115, 2120, 2125, 2130, and 2135 for each ofthe entries. The fields specify (i) a player identifier 2105 thatuniquely identifies a player; (ii) a name 2110 associated with theplayer; (iii) an address 2115 that facilitates communications with theplayer; (iv) a financial account identifier 2120, such as a credit ordebit card account associated with the player through which payment maybe obtained and to which player winnings may be credited; (v)demographic information 2125 that may be utilized to determine a priceor other terms for a contract; (vi) credits 2130 that represent theamount of casino credits associated with the player; and (vii) alifetime coin in 2135 that represents the amount of coin in wagered bythe player over the course of his or her relationship with the casinoand/or insurer.

Referring to FIG. 22, a table represents one embodiment of the gamingdevice database 1725 that may be stored at the casino server 1605 shownin FIG. 16 according to an embodiment of the present invention. Thetable includes entries identifying gaming devices operated by thecasino. The table also defines fields 2205, 2210, and 2215 for each ofthe entries. The fields specify a (i) a gaming device identifier 2205that identifies a gaming device; (ii) a name 2210 associated with thegaming devices, such as, for example, Diamond Mine®; and (iii) amanufacturer 2215 of the gaming device.

Referring to FIG. 23, a table represents one embodiment of the contractdatabase 1730 that may be stored at the casino server 1605 shown in FIG.16 according to an embodiment of the present invention. The tableincludes entries identifying contracts that may or have been purchasedvia the system 1600. The table also defines fields 2305, 2310, 2315,2320, 2325, 2330, 2335, 2340, and 2345 for each of the entries. Thefields specify (i) a contract identifier 2305 that identifies a contractthat has been purchased or is available for purchase by a player; (ii) aplayer identifier 2310 that identifies a player, if any, that may beassociated with the contract, (iii) an initial bankroll 2315; (iv) adescription 2320 that describes the terms of the contract; (v) a cost2325 of the contract; (vi) a result 2330 that indicates the currentstatus of the contract; (vii) an amount owed the player 2335; (viii) anamount owed the insurer 2340; and (ix) a total amount owed the insurer2345.

A method that may be used in connection with the system 1600 accordingto an embodiment of the present invention will now be described indetail with respect to FIG. 24. The method shown in FIG. 24 may beperformed, for example, by a casino server 1605 in response to aplayer's request to purchase a contract and after determining the priceand terms of the contract the player wishes to purchase. This flow chartdoes not imply a fixed order to the steps, and embodiments of thepresent invention may be practiced in other orders.

The method 2400 begins upon receipt of payment from a player for a fixednumber of pulls in step 2405. In other embodiments this step maycomprise receipt of payment for a fixed duration of time during whichthe player may play. Receipt of payment may comprise, for example,receipt of a monetary input into a gaming device 1615 or receipt of(and, e.g., approval of a charge on) a financial account identifier. Thereceived payment or an indication of it, is then transmitted to aninsurer in step 2410. Outcomes are then generated for a fixed number ofpulls in step 2415. An adjustment of a tally of the player's accumulatedcredits based on the outcomes is performed in step 2420.

In step 2425 it is determined whether the adjusted tally exceeds apredetermined threshold. If it does, the method 2400 proceeds to step2435 where the player is paid the amount by which the tally exceeds thethreshold. Payment to the player may be achieved by, for example,outputting a monetary amount comprising the payment to the player at thegaming device or by crediting the amount of the payment to a financialaccount identifier associated with the player. If it is determined instep 2425 that the adjusted tally does not exceed the predeterminedthreshold then the method 2400 proceeds to step 2430 in which the amountby which the tally falls short of the threshold is collected from theinsurer.

C. Example Embodiments for Accelerated Play of a Contract

According to some embodiments of the present invention, a player maymodify one or more parameters of a session that has already started orof a contract that has remaining time and/or plays. For example, aplayer may have purchased a contract for 600 plays of a video poker gamefor a flat rate price. The corresponding game session begins. Forexample, the player may initiate the first deal of cards, or asdescribed in this disclosure, at least some play of the session may beautomated (e.g., does not require input by the player to generateoutcomes). At some point during the corresponding game session (e.g.,after 250 hands have been played), the player may opt to modify one ormore parameters of the session, including, but not limited to, the rateof play and the way in which outcomes are displayed.

According to some embodiments of the present invention, the rate of playof a session may be changed. For example, the play may be expedited oraccelerated, or may be decreased. For example, a player may haveprovided input to change a rate at which play is performed. For example,the player may have pressed a “speed up” or “slow down” button of agaming device, player device, or other type of communication device.

In one embodiment, a player may select an option (e.g., by actuating anappropriately labeled input device of a gaming device), such that someportion of a gaming contract (e.g., for video poker) may be resolved inan expedited manner (e.g., a number of remaining hands are automaticallyplayed in rapid secession or simultaneously).

Accelerating play may comprise modifying one or more parameters of play.In one embodiment, the number of outcomes displayed and/or generated perhandle pull or spin is modified. For example, in embodiments of thepresent invention in which a player may request or initiate game play(e.g., manually by actuating a spin or deal button of a gaming device)the number of results displayed at a time upon receiving the requestfrom the player may be increased. For instance, a player may be playinga session in which each push of a “Spin” button executes and displaysone spin of a reeled slot machine. When play is accelerated, each pushof the ‘Spin’ button may execute and display three spins (e.g.,simultaneously or in succession).

In another example, a player executes an option for expedited play of asession such that for the next 100 spins, results are to be displayedfour at a time. For example, the player is offered the option via acorresponding button of a gaming device or via a message displayed tothe player at a gaming device, and the player accepts the option (e.g.,by pressing a corresponding location of a touchscreen). Accordingly,each time the player executes a spin by pressing a “Spin” button, fourresults are displayed at once. Similarly, if automated play is beingused for the session, the gaming device may display results four at atime for the next one hundred spins. It will be understood that duringautomated play some or all of the outcomes may be generated before theyare displayed. For example, all one hundred spins, or some portion ofthe one hundred spins, could be determined before any of the results aredisplayed four at a time. The gaming device could be automaticallydetermining outcomes even while it is displaying the results of previousoutcomes.

In another embodiment, expediting play may comprise changing the periodof time it takes for an outcome to resolve after a request (e.g., from aplayer) or instruction (e.g., automatically provided by software of agaming device or server) to generate the outcome. For example, theperiod of the animation of a spin in a video slot machine game may bechanged from three seconds to one second or two seconds. In anotherexample, the animation or other displayed representation of theresolution of the outcome (e.g., the spinning of reels) may be turnedoff or eliminated completely (e.g., only the end result may be shown).Some known gaming devices allow for players to press a Spin button asecond time (after pressing a first time to initiate a spin) to triggerstoppage of reel animations. Accordingly, by decreasing or eliminatingthe duration of presentation of results, some embodiments of the presentinvention provide the advantage that a player does not need to press aninput device twice to expedite presentation of a result.

According to another embodiment, the time between the execution ofsuccessive handle pulls, spins, deals, or other types of game plays maybe changed. In one example, the time between spins (e.g., if spins arebeing executed automatically on the player's behalf) may be adjusted sothat the rate of determination and/or presentation of outcomes isincreased. In another example, a player executes an option for expeditedautomated play of a session such that for the next 100 spins, resultsare to be displayed four at a time. The player also adjusts a parameterfor the time between spins to specify that the next four automatedresults are shown every five seconds. Accordingly, the gaming deviceautomatically displays four results at a time (e.g., without requiringthe player to initiate the generation or display of each set of fourspins) every five seconds.

In another embodiment, the length of time that “resolved” or finaloutcomes persist on a display of a gaming device may be decreased toexpedite play. For example, if automated play is activated, the lengthof time that a display of a final hand of cards, a final reel result, orother type of screen persists may be changed from five seconds to threeseconds.

Thus, it will be understood that in accordance with various embodimentsof the present invention, various types of parameters related to thegeneration and/or display of outcomes may be altered in accordance withexpedited play. For example, as discussed above, any one or more of thefollowing parameters may be changed to effect expedited or acceleratedplay: (a) the length of time between the execution of outcomes (e.g.,the frequency with which outcomes are determined automatically), (b) thelength of time taken to display resolution of game play (e.g., to dealcards, to show spinning reels), and (c) the length of time that resultsof play are represented (e.g., how long a final hand of cards isdisplayed).

FIG. 25 depicts an example display area 2500 that may be displayed to aplayer at a gaming device. The display area 2500 may be useful, inaccordance with some embodiments of the present invention, for allowinga player access to various options and features of a flat rate playgaming session at a gaming device via a touchscreen. Various alternativeways of representing the information in the example display area 2500will be readily apparent to those skilled in the art Although displayarea 2500 is discussed as being displayed using a touchscreen, it willbe understood that the information and functionality described withrespect to 2500 may be implemented using other types of hardware (e.g.,buttons of a slot machine cabinet) and/or software. Further, it will bereadily understood in light of the present disclosure that manydifferent types and configurations of information other than thatdepicted in example display area 2500 may be presented to a player at agaming device.

Display area 2500 includes a display area 2502 for information relatedto automated play of a session and another display area 2515 forinformation related to rate of play of a session. Display area 2502includes a button 2505 for activating/deactivating a “Cruise Control”feature and a button 2510 for activating/deactivating a “Walk-Away”feature.

Display area 2515 includes a button 2520 for slowing down the rate ofplay and a button 2525 for speeding up the rate of play. As described inthis disclosure, adjusting the rate of play may include changing therate at which outcomes are generated, the length of time it takes todisplay the resolution of outcomes, the number of results that aredisplayed at once, etc. Fast Finish! button 2530 allows a player toexecute any remaining plays of a session automatically in an expeditedfashion, as described in this disclosure. Display Options button 2535allows a player to access options for how results are displayed. Somespecific examples of display options are discussed with respect to FIG.26.

FIG. 26 depicts an example screen 2600 that may be output to a player ofa flat rate play session at a gaming device (e.g., after pressing theDisplay Options button 2535 of FIG. 25). A display area 2605 indicatesthe number of spins remaining in the players session. This informationmay be useful to the player in configuring the display of expeditedplay. The number of remaining plays may be determined in any of variousways discussed in this disclosure (e.g., based on whether the session isbased on a number of total plays or an amount of time). Another displayarea 2610 indicates a parameter for the number of results to display perscreen, and includes a selectable location (e.g., a checkbox) forindicating that the player wants to have all remaining results displayedat once. Display area 2610 also includes selectable arrows forincreasing and decreasing the currently selected number of results todisplay per screen. Similarly, display area 2615 includes selectablearrows for increasing and decreasing the selected length of theanimation used to depict the resolution of outcomes (e.g., how long ittakes for reels to spin at a video slot machine).

Display area 2620 illustrates some examples of different options for thesize and positioning of displayed results. Option 2625 indicates thateach of the four results will be displayed in equal sizes in theindicated pattern. Option 2630 indicates that one result will bedisplayed in a larger size above the other three results, which will bedisplayed in the cascading pattern indicated. Option 2635 indicates thatall four results will be displayed in equal sizes in the indicatedpattern. In one embodiment, the gaming device will automatically updatethe available size/position options based on the currently selectednumber of results to display per screen. Other options and size/positionconfigurations (e.g., for four or for any particular number of displayedresults) will be readily apparent to those skilled in the art in lightof this disclosure. Button 2640 allows for any changes or requests ofthe player to be accepted and/or saved. In some embodiments, pressingthe button 2640 will prompt the gaming device and/or a server toreconfigure play in accordance with the selected display options.

According to one embodiment of the present invention, a player mayspecify a number of game plays of a session for which any of thedescribed alterations should be put into effect (e.g., next 100 spins).In an alternative embodiment, the player may specify a period of time ofa time-based session for which expedited play should be provided. Forexample, the player may request that the next five minutes of timed playbe accelerated. A number of plays corresponding to the desired period oftime may be determined as discussed in this disclosure.

According to another embodiment, any alterations a player makes orrequests may persist until turned off. For example, a player may enablean accelerated mode that triples the rate of play by pressing acorresponding button. Play continues at an accelerated pace until theplayer presses the button again to deactivate the accelerated mode.

According to at least one embodiment, as discussed in this disclosure,at least two outcomes of a session are generated with minimal or nodelay. According to one embodiment, a player requests that at least twooutcomes of a flat rate play session (e.g., any remaining plays of acontract) are generated automatically with minimal or no delay betweenthem.

According to some embodiments of the present invention, a flat rate playsession associated with a contract is initiated at a first rate of play.A number of remaining plays is determined, and the number of remainingplays is performed at a second rate of play that is faster than thefirst rate of play. In some embodiments, a player associated with thecontract may request that the remaining plays be determined at thesecond rate of play (e.g., by actuating a corresponding button of agaming device, such as the Fast Finish! button 2530 of FIG. 25).

In one embodiment, all of the remaining plays are determinedsubstantially at the same time. The determined plays may or may not berendered for the player (e.g., by a display of a gaming device). Forexample, a player may simply wish to conclude play under a contract asquickly as possible, receive any winnings, and leave a gaming device,without viewing any representation of the play (e.g., displayed hands ofpoker, displayed results of reel spins).

In some embodiments, the results of the plays performed at the secondrate of play may be displayed in a manner selected by a player. In somesuch embodiments, the remaining game plays may be determinedsubstantially concurrently or in very fast succession (e.g., that wouldappear instantaneous to a player if they were displayed as they weregenerated), but the player may view (or replay) a representation of theremaining game plays at a desired pace. In this way, a player may havethe option of quickly resolving remaining plays of a gaming session(e.g., in order to receive a payout and/or leave a gaming device), whilealso having the option to view one or more of the rapidly executedoutcomes.

In some embodiments, play under a contract may have already started. Insuch embodiments, when a player requests that a contract be resolvedrapidly, it may be necessary to determine the number of game plays toprovide. A number of remaining game plays associated with a contract maybe determined in one or more various manners.

For example, if the duration of a contract is measured by a specificnumber of game plays (e.g., a contract for 200 hands of video poker), agaming device may simply subtract the number of game plays that havealready been initiated (e.g., seventy-five) from the total number ofgame plays purchased or available to the player (e.g., 200) to determinethe number of remaining game plays (e.g., 125).

In another example, if the duration of a contract is measured in time(e.g., thirty minutes of play), an estimated number of remaining gameplays may be determined based on the time remaining under the contract.For instance, a player in the middle of a video poker gaming contractwho wants to expedite resolution of the contract may select a“Fast-Finish” option (e.g., by pressing a corresponding location of atouchscreen). A number of game plays may be determined based on the timeremaining from the point at which the player selects the Fast-Finishoption (e.g., twelve minutes may remain of the thirty minutespurchased).

In various embodiments, the determined number of plays to be providedmay be based on (i) a predetermined, fixed number of game plays per unittime (e.g., players requesting Fast-Finish are automatically rewardedseven poker hands per minute remaining); (ii) an average number of gameplays per unit time based on the player's rate of play (e.g., if theplayer averaged five hands per minute before requesting Fast-Finish, theplayer may be given five hands for each minute remaining); (iii) thegreater of the fixed number and the player-specific average number; (iv)a predetermined number of game plays based on the time remaining (e.g.,three hands if less than two minutes remaining, fifteen hands if timeremaining is between two minutes and five minutes); and so on.

Accordingly, a player who desires to conclude a gaming contract beforeit is scheduled or otherwise likely to finish may still receive at leastan approximate number of game plays that the player may be entitled to.

As described above, a player may be able to accelerate play for anyportion of plays or time remaining in his session (not only theremainder of a session). Thus, embodiments of the present invention arenot limited to finishing all of the remaining play of a session, butcould allow for expedited play of any number of plays (or any amount oftime) of a session.

According to one or more embodiments, a player may select an option forhow results of spins, handle pulls, or hands will be displayed (e.g.,all at once, five per screen, three seconds per screen, and so on). Theability to configure display of results may be advantageous for varioustypes of session play, and may be particularly beneficial in associationwith automated play and/or expedited play of a session.

Some methods and apparatus allowing for concurrent play of a pluralityof games of chance (e.g., on a single display screen) are known. Someexamples are described in U.S. Pat. No. 6,652,378 to Cannon et al,entitled GAMING MACHINES AND SYSTEMS OFFERING SIMULTANEOUS PLAY OFMULTIPLE GAMES AND METHODS OF GAMING, incorporated by reference in thisdisclosure. According to some embodiments of the present invention,where multiple outcomes are to be displayed simultaneously (e.g., fourper screen), a player may determine one or more various parameters forthe displaying of the multiple outcomes, including, but not limited to,(a) the display size of each result, and (b) the position of theresults.

According to some embodiments of the present invention, the size and/orposition of a result may be based on the payout associated with theresult. For example, referring to option 2630 of FIG. 26, the largestpayout for any given set of results to be displayed simultaneously maybe shown at the position identified as “Result 1” (the largest of thedepicted results for that option).

In another embodiment, the player may select options for how results areto be displayed, in which the options are based on whether an outcome isa winning outcome or not. In one example, a player may be able toindicate a preference for winning outcomes. In another example, a playermay be able to select an option to be shown only winning outcomes. Inanother example, the player may be able to select an option to be shownonly outcomes associated with payouts over a certain threshold orpredetermined amount (e.g., twenty coins). In yet another example, theplayer may be able to select an option such that winners will generallybe shown in a first area (e.g., toward the top of the display screen)and losing outcomes will generally be shown in a second area (e.g.,toward the bottom of the display screen).

It will be readily understood in light of the present disclosure that insome cases, the number of outcomes to be generated, and the number ofresults to be displayed (e.g., as selected by a player), could result inthe last screen of a session, for example, displaying less than theselected number of results to display. For example, with thirty-sevenspins remaining in a session, a player chooses an option to display fourresults at a time. Accordingly, the last screen (i.e., the tenthsubsequent screen) of the session would only have one result to display.

In accordance with one embodiment, in such circumstances the finalscreen of play may be automatically configured to present the fewernumber of results in an optimal manner (e.g., in a way that is organizedand/or graphically pleasant). For instance, referring to the aboveexample, after the player selects the display options, each of the firstnine sets of four results is displayed on a screen subdivided into equalquadrants (with one set of reels in each quadrant). The final result(i.e., the thirty-seventh outcome), however, is displayed at an expandedsize to occupy the entire available screen.

The following describes a hypothetical scenario involving one or more ofthe embodiments described in this disclosure for expedited play anddisplay of multiple results, and is presented for purposes ofillustration only. The scenario is not to be understood as limiting anyof the embodiments described in this disclosure. According to thescenario, a player buys a session of 400 spins. The player begins playand plays the first 100 spins by executing each game play manually byactuating a “Spin” button. A single result is presented for each play.The player decides he wants the next 200 spins played in an expeditedmanner, but then he wants the session to return to “normal” play afterthose 200 spins. Accordingly, the player accesses a menu that offersoptions for expedited play. First he selects a number of game plays forwhich play will be expedited (i.e., 200). He then selects an option suchthat twenty outcomes will be displayed for each actuation of the “Spin”button. The player then presses the spin button ten separate times, andupon each press the slot machine displays twenty results. After the 200expedited spins are provided, the slot machine automaticallyreconfigures itself to return to displaying one outcome at a time.

D. Additional Description of Various Embodiments

According to one or more embodiments of the present invention, a playerwho desires to leave a gaming device before a gaming contract isscheduled or otherwise likely to finish may possess a variety of optionsfor continuing the contract, pausing play, accelerating play, orterminating the contract.

In one or more embodiments, aspects of the present invention, such asdetermining or otherwise offering contract pricing, may be practiced byreplacing and/or augmenting one or more components (e.g., hardwareand/or software components) of an existing gaming device. Thus, in oneor more embodiments, the invention may be applied as a retrofit toexisting gaming devices currently available for play within variouscasinos.

For example, a memory (e.g., computer chip) of the gaming device may bereplaced or added, the replacement or additional memory storing aprogram for instructing the processor of the gaming device to operate inaccordance with one or more embodiments of the present invention. Inanother example, data output via the gaming device (e.g., graphicaland/or textual data displayed on the gaming device) may be replaced oradded, the replacement or additional data indicating to a playerinformation relevant to one or more aspects of the present invention.

In a specific example, a gaming device may comprise various electroniccomponents mounted to one or more printed circuit boards (PCBs). Suchcomponents may include various hardware described herein, such as acommunications port and various controllers of peripheral devices (e.g.,a display controller), as well as a memory for storing programminginstructions (software) and a processor for carrying out suchinstructions. One form of memory commonly found gaming devices iselectronically erasable programmable read-only memory (EEPROM or EPROM).Thus, in one or more embodiments of the present invention, an EEPROMstoring contract pricing instructions (as well as instructions forcarrying out other functions performed by the gaming device) may replacean EEPROM previously installed in a gaming device, such that the gamingdevice may be configured to operate in accordance with various processesof the present invention.

For example, a “pricing module” may be made available for purchase tovarious casino operators. The module, which may comprise varioushardware and software (e.g., an EEPROM storing software instructions),may be installed in an existing gaming device (e.g., a video-reel slotmachine, a video poker machine, etc.), such that when the module isinstalled, players of the device may elect (i) to play a game offered bythe gaming device without purchasing a flat rate session or contract, or(ii) to play a game offered by the gaming device by means of purchasinga flat rate session or contract. Thus, players who are familiar with thegames offered by various gaming devices may elect to pay for them in adifferent or similar manner as they are accustomed to. It should benoted that one advantage of flat rate session play and gaming contracts(which may be enabled by the installation of the pricing module) lies inthe ability to offer players discounts or perceived discounts foragreeing to play and/or pre-paying for a large number of game plays, fora long period of time, etc.

Accordingly, as described above, a gaming device may be configured toallow a player to select one of two “modes” of the gaming device, and toenable the selected mode. If a player selects a “standard” mode in whicha flat rate price will not be received for a plurality of game plays,the gaming device may be configured to operate in a manner similar tohow it operated before the installation of the pricing module (e.g.,players make funds available for each game play). If a player selects a“flat rate” mode and a flat price is paid for the privilege of executinga plurality of game plays, the gaming device may then be operable toexecute a gaming session or contract play as described herein.

In one example, a touch-sensitive display screen may be configured tooutput a prompt asking a player to select a mode of operation. Such aprompt may be output in occurrence to various trigger conditions (e.g.,coins, bills or tickets are inserted; a credit balance increases fromzero to some other number; a player presses a “play” button; a motion,weight, infrared or other sensor detects the presence of a player;etc.). Accordingly, a player may select a mode of operation (e.g., bypressing an appropriately labeled icon of a touch-sensitive displayscreen), and upon receiving the players selection, the gaming device maybe configured to operate in the selected mode.

In other embodiments, a peripheral device may be useful for implementingone or more embodiments of the present invention into the operation of aconventional gaming device. For example, in order to avoid or minimizethe necessity of modifying or replacing a program already stored in amemory of a conventional gaming device, an external or internal modulethat comprises a peripheral device may be inserted in, connected to orotherwise associated with the gaming device.

In still further embodiments, rather than configure existing gamingdevices to execute pricing logic by installing or connecting newhardware and/or software, such pricing logic may be downloaded into anexisting memory of one or more gaming devices. U.S. Pat. No. 6,805,634to Wells et al. teaches methods for downloading data to gaming devicesin such a manner. The entirety of U.S. Pat. No. 6,805,634 isincorporated by reference herein for all purposes. Thus, in someembodiments, an existing gaming device may be reprogrammed toaccommodate new pricing functionality of the present invention withoutthe need, or by minimizing the need, to remove and replace hardwarewithin the gaming device.

As described, in some embodiments, once prices have been determined inassociation with various contracts, such contracts may then be offeredto players of gaming devices (e.g., players may peruse, using a menuoutput via a touch-sensitive display screen of a gaming device, variousgaming contracts and prices associated therewith). Thus, an operator mayprogram a gaming device such that players may review a variety of gamingcontracts offered by the device. In one such example, a gaming devicemay output or otherwise display a “rate card,” indicating variousdurations and wager amounts associated with a price (e.g., 30 minutes ofplay, wherein the customer wagers $0.25 per bet, has a retail price of$30; an hour of play, wherein the player wagers $1 per game play, has aretail price of $150; etc.).

In some embodiments, a player may enter into a contract or otherwiseparticipate in a flat rate play session to play a game which comprisesan initial set of indicia, based on which initial set of indicia a finalset of indicia is determined. In such a game, a payout may be determinedbased on whether the final set of indicia is a winning set of indicia(e.g., whether the final set of indicia corresponds to a payout in apayout schedule). Further, in such a game the player may be required orprovided with an opportunity to make a decision or selection based onthe initial set of indicia; the final set of indicia may be determinedbased on the player decision or selection. For example, assuming aplayer is participating in a flat rate play session of a video pokergame, during play of the game the player may be provided with an initialset of cards and be provided an opportunity to discard at least some ofthese cards. A final set of cards, based on which a payout isdetermined, may be determined by replacing any cards that the player hasselected to be discarded. In another example, a reeled slot machine game(e.g., either a video slot machine or a mechanical reel slot machine)may output an initial outcome along a payline as an initial outcome butmay be programmed to adjust one or more of the reels (e.g., by “nudging”a reel or allowing a player to re-spin a reel) to determine a finaloutcome. A payout may be provided based on the final outcome along thepayline after one or more of the reels is adjusted.

E. Conclusion

Although some of the foregoing embodiments employ slot machines or videopoker machines, it is within the scope of the present invention toemploy other types of gaming devices, such as video roulette machines,video blackjack machines and the like.

Thus, while the present invention has been described in terms of certainpreferred embodiments, other embodiments that are apparent to those ofskill in the art are also intended to be within the scope of the presentinvention. For example, the present invention may be practiced by anonline casino utilizing only software and not involving traditional slotmachines. Accordingly, the scope of the present invention is intended tobe limited only by the claims appended hereto.

1. A method comprising: executing at least one play of a flat rate playsession in accordance with a first rate of play; and executing at leastone play of the flat rate play session in accordance with a second rateof play that is different from the first rate of play. 2-20. (canceled)